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pollution fixes #1417
pollution fixes #1417
Conversation
instead of adding a fuckton of particles, always add 32 and make them bigger the more pollution there is
…~ 0.25 ppm/operation
… 1 ppm per operation to be output
… nearest hazard zone to them, but in that faraway chunk instead
… nearest hazard zone to them, but in that faraway chunk instead
what? |
The pollution is too large and when transferring from the old version of GTm it becomes maximum and because of this it becomes impossible to play after 2-3 minutes of being on the base. Maybe I should have opened the issue. |
that's... what this fixes. |
The fact that the maximum pm is 1000 is a pretty bad decision. In GT5, this value was several million. |
it's not a maximum, it's the value at which it'll start spreading to chunks around it. |
also this is not that close to GT5 pollution and smaller amounts are much more deadly |
It behaves very strangely and does not rise above 1000, but does not spread to other chunks. |
have you tried the attached development build? |
I didn't want to create a issue because I couldn't reproduce the bug. |
I'm not sure, but it seems to have worked. |
I couldn't find any information about the pollution other than your commits on Github. Does the modification include any means of removing pollution? |
that already exists, it's called the Air Scrubber. |
What
removes the client lag caused by pollution by reducing particle count and instead making larger particles.
also makes singleblock generators output very low amounts of pollution and makes the strength be stored as a float so smaller amounts can be output at a time.
Implementation Details
new particle type that's like the basalt delta particle but colorable
Outcome
less laggy environmental hazards