11,457 Commits over 3,561 Days - 0.13cph!
Growables ignore condition qualities when dying and always advance to the next stage at full speed.
Fixed growables attempting to die twice when picked.
Plant material colour scale is now based on health, not water.
Fixed a typo making horses poo every 10 minutes
Show plant condition resiliences on seed info panel.
Reduced plant water intake levels, increased sprinkler output to 10ml every 10 secs.
Overall quality is now calculated correctly when lighting is toggled (not just lighting quality)
Reduce growable health by deathRatePerQuality for each quality <= 0.
This means plants will die, and die faster the more things it's lacking in.
Reworked fertilizer consumption and some optimisation.
gene bonus balance tweaks
Fix a bonus being applied twice in yield calc.
Yield pool basic implementation
Water requirement gene balance tweak
Potato world population spawning.
Increased potato grow time, but lowered optimal condition values.
Some initial potato consumable stats: lowered hyrdration benefit, restores health more slowly.
Removed hardiness bonus from plant properties as it's no longer needed.
Fixed a bug with value remapping breaking some optimal condition calcs.
Added optimal quality values to plant properties, so they can be set per growable type, eg potatoes could grow more easily in worse conditions. (all set to 1 at the moment though)
Fixed some client #ifdef errors.
Changed item description "Potato Seed" to "Seed Potato" cus that's what they're actually called.
switched hemp and pumpkin over to GrowableEntity
Yield calculation changes
More balance tweaks.
Small planter is now a default blueprint.
Quality/modifier/calculation balance tweaks.
Added CompostEntireStack composter inspector bool, if this is enabled, the entire stack of an item will be composted each tick instead of just one from the stack.
Simplified the fertilizer item creaction, getting rid of a loop.
Increased composter tick rate to 15 minutes
Color code condition UI values, red when <= 0.5.
Changed "Water" label to "Water Saturation" to be more obvious what it indicates.
UI work: clearer stats display, show percentage values, reordered.
Added BelowMinimumSaturationTriggerLevel and AboveMaximumSaturationTriggerLevel to PlanterBox, for electrical use later on.
Added availableIdealWaterCapacity, availableWaterCapacity and idealSaturation to PlanterBox. These are used to determine how much more (if any) water a planterbox needs to receive in order to bring it to the optimal saturation level for growth (and not over).
Send an update if any genetics change during crossbreeding.
Rough first pass on generic.genes gene type crossbreeding weights
Check only server entities in crossbreeding vis results.
Tweaked crossbreeding range to give the correct neighbour results in planters.
Crossbreeding only happens within a planter.
Play a particle effect when crossbreeding triggers. Using the harvest effect as placeholder.
Water quality returns 0 not -1 when underwater.
Artificial light quality is now capped at 1 instead of 1.5, because it already provides the bonus of 24hr light and ignores the plants time of day happiness.