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A few luck-based chance mechanics aren't affected by luck


hoxi
  • Fixed

In farm_plants.lua, fruitfly spawn chance from picking weeds or rotten plants:

local function OnPicked(inst, doer)
    local x, y, z = inst.Transform:GetWorldPosition()
    if TheWorld.Map:GetTileAtPoint(x, y, z) == WORLD_TILES.FARMING_SOIL then
        local soil = SpawnPrefab("farm_soil")
        soil.Transform:SetPosition(x, y, z)
        soil:PushEvent("breaksoil")
    end

    if not inst.is_oversized and inst:HasTag("farm_plant_killjoy") and math.random() <= TUNING.FARMPLANT_SPAWN_FRUITFLY_ON_WEED_CHANCE then
        local fruitfly = SpawnPrefab("fruitfly")
        fruitfly.Transform:SetPosition(x, y, z)
    end

    call_for_reinforcements(inst, doer)
end

The doer is passed, so luck could be checked, I imagine it was just missed or something.

 

There's also Bearger's multished on ground pound:

local function OnGroundPound(inst)
    if math.random() <= TUNING.BEARGER_MULTISHED_CHANCE then
        inst.components.shedder:DoMultiShed(3, false) -- can't drop too many, or it'll be really easy to farm for thick furs
    end
end

More of a suggestion but, you could check the current target, after all those ground pounds happen right next to whoever's the target. But it's fine if this is kept as is. EDIT: wait, Spider Queens do check for their target for when spawning spiders, so this should probably do the same then.

 

Lightning strike chance against players isn't influenced. It should probably increase with negative luck and decrease with positive luck, except for WX-78, who should probably have unique logic to reverse the effect.

 

There's likely other cases too, I'll update this I find more cases of it.


Steps to Reproduce

Nothing to add here.

  • Like 2



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A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.


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