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Here come the nerfs, all dressed in your tears~
* Plant Health gained per pollination is now half the bees health (down from all the bees health, which was only 10 max anyway) * Pests are now only reduced in 33% of pollinations (33% chance to reduce pests, down from 100%) * Yieldmod is now only increased 5% of the time (down from 100%) * Yieldmod is now a new variable, innate_yieldmod on plants, this is so having bees and THEN using chemicals on the plants doesn't magically undo the bee's work, it is added onto the yield mod of the tray. * To make up for the above, there is now a 50% chance per pollination (up from 0%) for the potency (how many reagents the plant gets) to go up by 1, this isn't much, but 50% of the time adds up
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@@ -33,6 +33,8 @@
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// Stronger reagents must always come first to avoid being displaced by weaker ones.
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// Total amount of any reagent in plant is calculated by formula: 1 + round(potency * multiplier)
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var/innate_yieldmod = 1 //modifier for yield, seperate to the one in Hydro trays, as that one is SPECIFICALLY for nutriment/chems (which means it's constantly reset)
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//This is added onto the yield mod of the hydro tray, yield *= (parent.yieldmod+innate_yieldmod)
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/obj/item/seeds/New(loc, nogenes = 0)
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..()
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@@ -122,7 +124,7 @@
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if(parent.yieldmod == 0)
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return_yield = min(return_yield, 1)//1 if above zero, 0 otherwise
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else
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return_yield *= parent.yieldmod
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return_yield *= (parent.yieldmod+innate_yieldmod)
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return return_yield
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@@ -6,6 +6,9 @@
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#define BEE_TRAY_RECENT_VISIT 200 //How long in deciseconds until a tray can be visited by a bee again
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#define BEE_DEFAULT_COLOUR "#e5e500" //the colour we make the stripes of the bee if our reagent has no colour (or we have no reagent)
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#define BEE_POLLINATE_YIELD_CHANCE 10
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#define BEE_POLLINATE_PEST_CHANCE 33
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#define BEE_POLLINATE_POTENTCY_CHANCE 50
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/mob/living/simple_animal/hostile/poison/bees
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name = "bee"
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@@ -160,9 +163,13 @@
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var/growth = health //Health also means how many bees are in the swarm, roughly.
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//better healthier plants!
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Hydro.health += growth
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Hydro.pestlevel = max(0, --Hydro.pestlevel)
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Hydro.yieldmod++
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Hydro.health += round(growth*0.5)
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if(prob(BEE_POLLINATE_PEST_CHANCE))
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Hydro.pestlevel = max(0, --Hydro.pestlevel)
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if(prob(BEE_POLLINATE_YIELD_CHANCE)) //Yield mod is HELLA powerful, but quite rare
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Hydro.myseed.innate_yieldmod++
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if(prob(BEE_POLLINATE_POTENTCY_CHANCE))
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Hydro.myseed.potency++
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if(beehome)
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beehome.bee_resources = min(beehome.bee_resources + growth, 100)
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