wire buff consumers, sick penalty, multi-count cremation
A: Storyteller.multiply_drops() stochastic-rounding helper drives crop_growth, harvest_yield, chop, mine consumption sites. sleep_decay multiplied in Pawn sleep tick. B: Pawn._sick_speed_penalty() (0% healthy → 75% severity 3, clamped to 25% min speed). JobRunner._work_speed_mult coin-flips per-tick progress on INTERACT/BUILD/CRAFT toils. Sleep/eat/treat unaffected. C: CraftingProvider builds N deposit trips for ingredient2_count > 1. JobRunner._tick_craft validates+consumes the full count from buffer. Cremation now actually requires and consumes 5 wood. crop._stage_accum round-trips through save/load to preserve buff- accumulated fractional growth. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -519,6 +519,7 @@ func _spawn_crop(world_scene: Node, d: Dictionary) -> void:
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int(spec.get("stage", 0))
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)
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ent.stage_progress = int(spec.get("stage_progress", 0))
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ent._stage_accum = float(spec.get("stage_accum", 0.0))
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func _spawn_bed(world_scene: Node, d: Dictionary) -> void:
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