frequency
tech: robotics - 3x frequency of bot tech, spawn a random bot tech: statistical ensemble - 10000% increased frequency of recursive tech you already have non-refundable tech can no longer display as "off" in the experiment menu when you click it a second time these tech can't be removed with out resetting please don't submit bug reports about this... added more junk tech
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15
js/player.js
15
js/player.js
@@ -380,15 +380,15 @@ const m = {
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//find what tech I could get
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let options = [];
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].count < tech.tech[i].maxCount &&
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if (
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tech.tech[i].count < tech.tech[i].maxCount &&
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tech.tech[i].allowed() &&
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!tech.tech[i].isBadRandomOption &&
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!tech.tech[i].isLore &&
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tech.tech[i].allowed() &&
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(!tech.tech[i].isJunk || Math.random() < 0.25)) options.push(i);
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// !tech.tech[i].isNonRefundable &&
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// tech.tech[i].name !== "quantum immortality" &&
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// tech.tech[i].name !== "many-worlds" &&
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// tech.tech[i].name !== "perturbation theory" &&
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(!tech.tech[i].isJunk || Math.random() < 0.15)
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) {
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for (let j = 0; j < tech.tech[i].frequency; j++) options.push(i);
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}
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}
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//add a new tech from options pool
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if (options.length > 0) tech.giveTech(options[Math.floor(Math.random() * options.length)])
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@@ -399,6 +399,7 @@ const m = {
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simulation.updateTechHUD();
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simulation.isTextLogOpen = true;
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if (m.holdingTarget) m.drop();
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if (simulation.paused) build.pauseGrid() //update the build when paused
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},
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death() {
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if (tech.isImmortal) { //if player has the immortality buff, spawn on the same level with randomized damage
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