I'm in the process of incorporating albatrosv13's deevolution mod: https://forums.factorio.com/forum/vie ... =14&t=8863 ,into mine, but would like to make each successive temple only x% as effective as the previous one.
Let's say 90%. So 1 temple would give me 100% reduction on evolution. 2 temples would give me 190%. 3 would give me 271%.
Chlue describes it here: https://forums.factorio.com/forum/vie ... =10#p74597
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I fear it is still way overpowered if a lot of them are build. So an additional constraint like reducing the effectivity after each 'scan' and setting effectivity back to 100% after each scancyle might counter this.
-->
example with effectivity scale 90%:
1 temple: 100% --> 90%, reset --> not affected / 100% yield
2 temple: 100% --> 90% --> 81%, reset --> 190% yield
5 temple: 100% --> 90% --> 81% --> .... 59.05%, reset --> 410%  yield
10 temple: 100% --> 90% --> 81% --> .... 34.87%, reset --> 651%  yield
50 temple: 100% --> 90% --> ... 0.52%, reset --> 995%  yield
Ok not sure if this is understandable, but the idea is that each additional temple only provides 90% of the one build before. As a result the player can build as many as he wants but after about 10 the additional ones are mostly useless So I'm reading the temples into a table as I build them:
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game.onevent(defines.events.onbuiltentity, function(event) -- Temple has been built
  if event.createdentity.name == "templev2" then
    table.insert(glob.temples, event.createdentity)
  end
end)Code: Select all
game.onevent(defines.events.onsectorscanned, function(event)
  if event.radar.name == "templev2" then
      game.evolutionfactor = game.evolutionfactor - 0.0002
  end
end)
