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Bobmining2.0 #214
base: dev2.0
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Bobmining2.0 #214
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Replace animation with graphics_set, update fluid boxes, pollution, and circuit connections, add next_upgrade, remove old vehicle_impact_sound,
Update fluid boxes and pollution, remove references to hr_version
Update fluid boxes, pollution, and circuit connections. Remove lowres graphics. Add next_upgrade. Remove old vehicle_impact_sound.
Update pollution, add new icons, add next_upgrade, add new tint.
Update pollution, add new icons, add next_upgrade, add new tint. Pollution also adjusted to match regular mining drills of the same tier.
Added color mask functions, added ability to customize icon and next_upgrade
I believe the only outstanding issue here is that of the axe upgrades. Looking back at the old icons, it seems like in the very old version of this mod, the axes were made with brass, cobalt steel, titanium, tungsten, and diamond. After the first vanilla axe upgrade with its automatic unlock from producing steel, I think we should make it go like this instead: 50 bronze |
Bob Mining 2.0 should be ready to go with this. Shoutout to SophieFitz, whose work saved me a considerable amount of time.
This update includes the mining drill color masks that I created earlier, since the old pull request is outdated now.
I adjusted the pollution on area mining drills in order to match that of the regular kind. However, I feel like this ought to be increase for both types. A mining drill 1 makes 10 pol/min for 0.5 items/sec, while mining drill 5 makes 2 pol/min for 8 items/sec. That's 1/80th the effective amount of pollution. This could be fixed in the future, of course. What I'm thinking is something more like this:
MD1: 0.5 items, 10 pol
MD2: 1 items, 15 pol
MD3: 2 items, 22.5 pol
MD4: 4 items, 33.5 pol
MD5: 8 items, 50 pol (0.3125 times as much pollution per item)
AD2: 0.75 items, 14 pol
AD3: 1.25 items, 21 pol
AD4: 2 items, 28 pol
AD5: 3.25 items, 35 pol (about 0.54 times as much pollution per item compared to MD1)