Ever seen artillery fire against a nest, and 3 seconds later again at that same nest, and you watch as the first shell kills the nest while the second shell hits absolutely nothing?
Fun fact, to counteract regeneration all entities have an "overkill fraction" that defaults to 0.05. It makes it so a target needs to be targeted with 100% + 5% of its total health as damage to count as "Yup that guy is sure dead". But that causes some shenanigans of the following variety:
- At artillery damage 8, Behemoth worms are killed in one shot but automatic artillery fires at them twice
- At artillery damage 9, biter and spitter nests above 0.98 evolution are one shot but automatic artillery fires at them twice, same with egg rafts and artillery damage 20
- Sometimes, rocket turrets will fire an extra rocket at asteroids even with their overkill fraction being reduced to 0.01. Most commonly at explosive damage 6 with normal rockets against big asteroids, plus more thresholds at other levels with both normal and explosive rockets that you might have encountered
Well oh boy do you not want that to happen? This mod changes the overkill fraction to 0.001 for spawners, asteroids, and worms. The effect is also noticeable against many different combos of evolution nest health and artillery damage research. Works for modded nests and asteroids as well.