Next Gen Evolution

by Qon

Nests absorbing pollution causes evolution to increase instead of when it is produced. An improvement to vanilla pollution evolution behaviour. Default values are balanced to allow you to turn vanilla pollution evolution factor off without changing difficulty but everything is Qonfigurable. Doesn't impact UPS. /ngevolution to see evolution factor

Tweaks
4 years ago
0.17 - 1.1
1.82K

i [Suggestion] Negative Time Factor

10 months ago

Hi,
First off, I love this mod. It really is how evolution should work.

That said, I can't quiiiiite configure it the way I want to. See, my ideal would be to set healthily absorbed pollution to 0, and instead set a negative time factor. So that I'm not rewarded for polluting in ways that doesn't cause problems, I'm just not punished; but also things cool off over time, if I don't cause more problems.

If I set the healthily absorbed pollution to a negative number, even -1, the way I play it tends to keep evolution at zero all the time. Which isn't really what I want.

Anyway, the vanilla time factor can't be set negative. So I was just wondering if you could apply a patch to change that? Either to override the interface so it can be negative, or just provide a custom time factor that can.

10 months ago

Making a custum tume factor that handles negative values sounds doable and not that hard. I'm not actively playing the game right now so don't count on a quick fix anyways ;)
Though it isn't impossible...

9 months ago

I have to second I love the idea of a negative time factor.

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