Delayed Regeneration


Biters/spitters, turrets, and spawners don't heal every tick, instead only healing after not taking damage for long enough. Configurable.

Tweaks
2 years ago
0.17 - 1.1
908
Combat Enemies

a Bad code style in certain places, enemy identification behavior

4 years ago

I made this mod before I was more knowledgeable about the Data Lifecycle and how control loads (one can edit global, but after that the save will write globals - the save's globals don't exist at the time control.lua is parsed).

I may go back and clean up the code a bit, knowing now, but "if it ain't broke, don't fix it".

There's also the way I detect what needs healing: spawn requirements. I can go through entities looking for the right kind, which sounds more simple, but it does slightly change the behavior: I may apply healing to things that aren't "spawned". A niche mod may create an enemy that shouldn't regen, and my mod would apply some. Unfortunately I currently (0.0.4) don't apply healing to enemies that don't come from a spawner. Each method has a benefit/drawback.

4 years ago

"BUGS"

FIXED!

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