Misc minor changes to new elements
LITH: show .tmp2 in HUD, remove outdated comment SLCN: update description ROCK: form under pressure from both normal LAVA and LAVA(STNE), as these are basically the same thing
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@ -2205,7 +2205,9 @@ void GameView::OnDraw()
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}
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// only elements that use .tmp2 show it in the debug HUD
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if (type == PT_CRAY || type == PT_DRAY || type == PT_EXOT || type == PT_LIGH || type == PT_SOAP || type == PT_TRON || type == PT_VIBR || type == PT_VIRS || type == PT_WARP || type == PT_LCRY || type == PT_CBNW || type == PT_TSNS || type == PT_DTEC || type == PT_LSNS || type == PT_PSTN || type == PT_LDTC || type == PT_VSNS)
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if (type == PT_CRAY || type == PT_DRAY || type == PT_EXOT || type == PT_LIGH || type == PT_SOAP || type == PT_TRON
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|| type == PT_VIBR || type == PT_VIRS || type == PT_WARP || type == PT_LCRY || type == PT_CBNW || type == PT_TSNS
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|| type == PT_DTEC || type == PT_LSNS || type == PT_PSTN || type == PT_LDTC || type == PT_VSNS || type == PT_LITH)
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sampleInfo << ", Tmp2: " << sample.particle.tmp2;
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sampleInfo << ", Pressure: " << sample.AirPressure;
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@ -120,7 +120,7 @@ int Element_FIRE_update(UPDATE_FUNC_ARGS)
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else
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parts[i].ctype = PT_IRON;
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}
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else if (pres <= 255 && parts[i].temp >= 5000 && RNG::Ref().chance(1, 5))
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else if (parts[i].temp >= 5000 && RNG::Ref().chance(1, 5))
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{
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if (RNG::Ref().chance(1, 5))
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parts[i].ctype = PT_URAN;
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@ -131,7 +131,7 @@ int Element_FIRE_update(UPDATE_FUNC_ARGS)
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}
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}
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}
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else if (parts[i].ctype == PT_STNE && sim->pv[y / CELL][x / CELL] >= 30.0f) // Form ROCK with pressure
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else if ((parts[i].ctype == PT_STNE || !parts[i].ctype) && sim->pv[y / CELL][x / CELL] >= 30.0f) // Form ROCK with pressure
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{
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parts[i].tmp2 = RNG::Ref().between(0, 10); // Provide tmp2 for color noise
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parts[i].ctype = PT_ROCK;
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@ -59,11 +59,6 @@ its hydroxide, and also has basic li-ion battery-like behavior.
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It absorbs CO2 like its hydroxide form, but can only be converted into GLAS
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after having absorbed CO2.
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If LITH comes in contact with water, it will consume 1 WATR, increment tmp,
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and heat itself up by 400K. At 1000K it bursts into flames and sets tmp to 10
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if still in contact with WATR, setting its life to 24 and insta-boiling
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water in its immediate vincity.
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*/
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static int update(UPDATE_FUNC_ARGS)
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@ -31,7 +31,7 @@ void Element::Element_SLCN()
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Weight = 90;
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HeatConduct = 100;
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Description = "Powdered Silicon. A key element in multiple materials.";
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Description = "Powdered Silicon. A key ingredient in producing multiple materials.";
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Properties = TYPE_PART | PROP_CONDUCTS | PROP_HOT_GLOW | PROP_LIFE_DEC;
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