Closed Maxopoly closed 9 years ago
What about trees? They still have greenhouse_ignore_biome: true
.
I would also set greenhouse_rate
to 0.25 but that should be a separate PR since this is more of a bug fix.
bumping this.
@Maxopoly What about trees, should they be growable in any biome? That could be reasonable maybe for decorative purposes, but then I think the green-house rate for them should be lowered. What do you think?
I think the current config for trees is very balanced, I think we should give it the same treatment as the other crops and just remove the possibility of using glowstone to grow it anywhere. I'll update the pulll request towards that.
@rourke750 thoughts? I want to merge this
I'm still not clear on whether something has changed to give glowstone any effect in a bad biome. The way it was supposed to work, this would have the opposite effect of what I think you guys want to do.
Why? The current config is:
# if this flag is true, then the greenhouse growth will also ignore biome growth rates
greenhouse_ignore_biome: true
Nothing has changed to give glowstone any effect in a bad biome as far as I understand it, it has always been like this.
Because the description of that setting is very misleading. It means the glowstone rate and biome rates are factored independently, so adding glowstone has no effect on the biome. If it's false, then glowstone replaces the biome rate and will provide greenhouse_rate
everywhere. So making this false will allow glowstone to grow all crops in all biomes. b96abb9ad14b6bed52e2e54ae6005cd9614420e9
Hmm okay, so thats the wrong way. That still doesn't explain why people told me they used glowstone to grow stuff whereever they wanted. I just planted some crops on civtest to just test it on my own and I'll talk to a few people again if I catch them online in mumble.
@WildWeazel @Maxopoly the growth-rate calculation is still very confusing to me.
At this line: https://github.com/Civcraft/RealisticBiomes/blob/master/src/com/untamedears/realisticbiomes/GrowthConfig.java#L320
if greenhouse_ignore_biome
is true
then glowstone overrides biome-rate
, if improving. You can grow a plant ANYWHERE with glowstone. At a rate of 0.75 for most plants.
if greenhouse_ignore_biome
is false
then glowstone cannot override zero-growth biomes (1), only bad sunlight conditions. You can grow things better under bad light conditions OR bad but not zero-growth biomes.
(1): It sets rate
to zero earlier so nothing more can multiply it. This is very confusing, the function should exit right awayif zero!
This is the way I read it works, please correct me if I'm wrong.
we should probably just clean up and simplify how it works, if we need to have multi-day debates on how the code works its obviously horrible
The RB config doesn't specify a growth rate for the biomes where something can't grow, so this part simply returns 0.0, if the local growthrate is 0/not in the config (line 279)
if (biomeMultiplier != null) {
environmentMultiplier *= biomeMultiplier.floatValue();
} else {
return 0.0; // if the biome cannot be found, assume zero
}
So it seems like you shouldn't be able to grow something even with glowstone,if the rate is 0. I'm testing this on my own again and if it doesn't work, we either have to assume whoever told me they were stacking farms was reading the config wrong or lying, idk.
@Maxopoly here, biomeMultiplier
appears to be a biome object which is null only if the given biome type is not configured in RB's list, not if it is not configured for the plant. I'm not 100% sure on this one, but since you can grow plants in biomes they aren't configured for, it has to be the way I'm explaining it.
bump, whats going on here?
Gipsy set the bounds for a rewrite of the method in question, which would clean up the code and also solve the problem here: https://github.com/Civcraft/RealisticBiomes/issues/42
Changing the way glowstone works, so it multiplies the biome growth rate instead of the base growth rate to prevent players from stacking farms in a 0% growthrate biome thanks to glowstone.
https://forum.civcraft.co/t/making-glowstone-multiply-the-growth-rate-of-the-biome-instead-of-the-base-rate/697