Blu3wolf / Treefarm-AlienPlant

Adds an Alien Plant to Treefarm
GNU General Public License v3.0
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Other Efficiency is 0.0 why? #2

Open StephenWard opened 8 years ago

StephenWard commented 8 years ago

treefarm encorces a min efficiency of 0.01

was the 0.0 a way to say that the plant won't grow anywhere

Blu3wolf commented 8 years ago

That predates my code changes. You'll see thats in the initial commit to Github too.

Seeing as the randomness makes it possible to end up with trees that just dont grow, its likely a way to prevent trees never growing. If they never grow, they never have a scheduled update, and so never stop never growing - if that makes sense.

Otherwise, it would just be that after a sufficiently long time, any given field would be full of trees that never grow, and are never harvested - appearing to the player as though they are 'broken'.

StephenWard commented 8 years ago

@Blu3wolf I don't follow you.. I'm not picking up what you're putting down. I understand why TreeFarm would have a min efficiency of 0.01, but that doesn't explain why AlienPlant wanted "other" terrain types for alien plants to have 0.00 efficiency, unless you think that was an oversight on the original author's part

Blu3wolf commented 8 years ago

Okay, I barely looked at AlienPlant - but I got the impression its supposed to only grow them in a specific building, never on a random tile like you can with trees. If thats the case, Treefarm-Lite would interfere with that, I think. Quite possibly an oversight on drs' part there.

StephenWard commented 8 years ago

I planted 400 in a field and got a boatload of alien tech back. When it was originally released he did say it was OP

SuperSandro2000 commented 6 years ago

Originally the idea was that you can only plant them with tree farms. I never looked at the balancing and for sure if you plant 400 it will be a bit op.