Reduce Tree to Fungal Blossom Conversion Rates #36385
Labels
Fields / Furniture / Terrain / Traps
Objects that are part of the map or its features.
Monsters
Monsters both friendly and unfriendly.
Mutations / Traits / Professions/ Hobbies
Mutations / Traits / Professions/ Hobbies
stale
Closed for lack of activity, but still valid.
<Suggestion / Discussion>
Talk it out before implementing
Is your feature request related to a problem? Please describe.
As someone who honestly enjoys playing the role of a Mycus host, the insane rate at which trees (a terrain tile) are converted to fungal blossoms (a mob) means that spawn/entity limits are quickly reached the moment you spray a fungal haze (field effect) into any kind of fairly dense forest. This prevents spore clouds (a mob) from spawning when using the Mycus Provenance and the Mycus Sporogenesis abilities, and also prevents the spore clouds (again, the mob) from being spawned by fungaloids and fungal spires. Basically, although, yes, the mycus aims to spread over the planet and fungal blossoms created by the conversion of trees is an effective way to show that, the sheer number of fungal blossoms that are created also prevents any fungaloids of other types from spawning in those areas due to the fact that the game will not generate spore clouds.
Describe the solution you'd like
fungal-effects.cpp holds the source code for the conversion of terrain that occurs due to exposure to fungal haze, including the code that handles conversion of trees into fungal blossoms. A tightening of the restrictions which handle the conversion of trees so that fungal blossoms are reduced by ~70% would probably make it so that mycus can continue to spread and thus be a threat to players/be a safe haven for mycus mutant players, while still allowing fungaloids, fungal towers, and mycus mutant players to spawn spore clouds and generate new mycus creatures (that aren't immobile spore vents).
I'd do it myself, but I'm not really much of a coder. I can only barely tell what's going on in that file - I can only guess that it has something to do with the "growth" x_in_y variable.
Describe alternatives you've considered
In my own game files, I've changed the json handling the fungal blossom monster so that the frequency of their fungal haze is greatly reduced, thus slowing down the conversion of trees into fungal blossoms. However, given enough time, any fungal patches inevitably reach a critical mass where fungal blossoms will become just as plentiful, and start to reproduce almost as quickly as a vanilla fungal patch would; where this was not the case, I had reduced the frequency of their fungal haze emissions to the point of them essentially being non-existent, effectively halting Mycus growths. In any case, I still had to frequently cull the fungal blossoms using spawned in weapons due to just how prevalent they were.
The other option, which may or may not be possible, is to convert fungal blossoms into a terrain type, like the trees - however, I am unsure of how you would make them emit a fungal haze. There might also be other problems, in that they likely wouldn't be attacked by mobs, and possibly make it substantially harder to destroy an already hard to destroy fungal bloom.
Additional context
N/A
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