Songs of Syx

Songs of Syx

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Remove Proximity
   
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1 apr @ 14:53
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Remove Proximity

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Low effort EmiTheWitch mod~ I removed proximity from the service calculations. It will still show the proximity rate, but it won't do anything. The history will also be adjusted for the new formula, so you'll only see a difference with the mod on vs off.
8 kommentarer
Why Contain It? 20 maj @ 15:47 
Thanks for this. I can't say I'm a fan of the proximity system. Like, I get the idea behind it, but it seems impossible to max out. it needs, like, a grace period or to be tiered or something. Like if Proximity dips below 80% then it starts applying debuffs. As it stands, it feels like i'm dealing with an old boss going "what do you mean you need twenty minutes to drive to work, you're up at six, you should be clocked in already"
Limouzine 12 apr @ 17:20 
Well that's very annoying, if I can't so much as provide enough of the same service where they only take like 3 second walk to reach the service. and still wouldn't be enough to reach 95% in proximity.

Thanks for answering though. Game is great, but man does it need a few changes.Thank god for mods.
Emi  [skapare] 12 apr @ 17:01 
Proximity measures how far they have to walk to get to a service in some way (I didn't look up the formula because I fully expect it to be changed).

But this is the formula for services:
a = access %
u = upgrade (at 0 upgrade, you're at 1/(1+number of upgrades) e.g. .33 at 0 upgrade of 2)
q = quality %
p = proximity %

return (int) (64*(a * (0.2 + 0.8*u) * (0.5 + 0.5 * q) * (0.5 + 0.5 * p)));

So having 50% proximity means you can only get 75% of the service fulfillment even if you max out the others. 80% proximity is nearly impossible, so all services are really only able to get 90% of any fulfillment they state they can get.
Limouzine 11 apr @ 10:17 
I never understood how it worked. I knew how "access" worked since it judges how many are able to use the service. But I could only assume "proximity" judges how many don't have to walk far away to use it.

I put a lot of food stalls and markets next to the roads, hoping it'd fix it. I think it did slightly, but since food and goods were so far away with the warehouse was in the city, I doubt they could resupply their stock fast enough.
Emi  [skapare] 7 apr @ 23:00 
Uploaded a "Pump 3x" mod for ya.
Kruizlinx 5 apr @ 6:28 
Maybe a x3? Like 300 blocks per pump would be great.
Emi  [skapare] 5 apr @ 0:12 
Sure, instead of 100 canals per pump, how many do you want?
Kruizlinx 3 apr @ 19:23 
Love the mods. Is there a way to boost waterpumps so that i dont have to put down 20 pumps to fill the canals?