[MOD 0.12.x] Rescaled Evolution Factor

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Ranakastrasz
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Re: [MOD 0.12.x] Rescaled Evolution Factor

Post by Ranakastrasz »

@Peppe

Hmm.
Actually, I think a good way to reduce processing cost without losing much functionality would be to update it every minute (60*60 ticks), but have the value used be the previous minute's value. It would then, each second, move toward the more recient value by 1/60th of the difference. It would be just as smooth, but delayed by a minute. However, it would result in that loop only being run once a minute instead of once a second.
My Mods:
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Ranakastrasz
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Re: [MOD 0.12.x] Rescaled Evolution Factor

Post by Ranakastrasz »

So, Apperently I was asleep last time I looked at this mod and changed it. Apparently I broke the filter for spawners entirely, so killing anything pissed off the biters.
Fixed now.

Thinking on a few things.

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-- For the part where old factories should allow more pollution. Have Pollution cap increase proportional to current Time. Say, each hour, increase pollution cap by 100% of base. So, at 24 hours, 25x pollution cap.
-- Might be extreme, but make it config-able and screw around with it. Obviously the initial cap would be far lower, like comparable to what the mod had before I poked it.

-- Change it to recalculate each minute instead of per second. 
-- Each minute, calculate the evo factor. Take the previous minute's Evo Factor, and linearly alter it so it hits the new value after a minute. So, it lags a minute behind, but only runs the complex math each minute.
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Rescaled-Evolution-Factor_1.3.5.zip
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My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Takatifu
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Re: [MOD 0.12.x] Rescaled Evolution Factor

Post by Takatifu »

Any plans on updating the mod.
I'm currently playing a Bob's Marathon playthrough and this mod is exactly what i'm looking for.
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BenediktMagnus
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Re: [MOD 0.12.x] Rescaled Evolution Factor

Post by BenediktMagnus »

Not yet.
But it even should work with the newest patches.
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