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reduced number of sprites: sacks, crates
updated sprinkler mechanics:
chance of water absorbed at sprinkler: 0.2 -> 0.1
old mechanics:
range (in radius): 1 tile = 50%, 2 tiles = 40%, 4 tiles = 10%
watering chance: 50% to be watered for each tapped tile
new:
range: 3 tiles fixed, 3 max tapouts per bowl of water, watering chance 100% (implication: won't be getting that unlucky plot that stays dry)
changed water economy, affecting regen time of pond, and uses of diesel pump, newcomen pump and pump with pipe with and without tank. Newcomen is optional again, can use valve directly on dry deep well.
consistent stick usage: all uses of sticks should go through the rng, last use turns into broken stick. Weak stick lasts forever except tilling and fixing arrow.
can drop cooked pizza
dug leafy plant and fragaria
reworked cat tapouts.
fixed the bug that cats with partial uses do not tapout.
cat taps 1 bird each time it moves
removed the animation, added new moving animation. Should be more obvious they're hunting
reworked bell spam filter
upped the spammy range
all bells heard, spammy or not, are saved in a list. A new bell close to any of them is considered spammy
removing a bell from coords list explicitly ignore it
in coords list, last-heard (so non-spammy non-ignored) bell is bright purple
WASD no longer opens non-auto doors
jason put in decay time varation to avoid lock-step decays (e.g. all milkweed changes when you walk in an area). The variation range is [0.9, 1.0] of decay time. So long decay can be seriously out-of-sync (e.g. light post). Now an addition max difference of 5 sec is in place.
wild carrot doesn't flash as yum for domestic carrot.
VOG QoL to clear floor (shift+right click) and cursor-drag to spawn objects