diff --git a/assets/common/items/armor/neck/neck_0.ron b/assets/common/items/armor/neck/neck_0.ron index 14b1138acd..cf50e006c7 100644 --- a/assets/common/items/armor/neck/neck_0.ron +++ b/assets/common/items/armor/neck/neck_0.ron @@ -5,7 +5,7 @@ Item( ( kind: Neck("Neck0"), stats: ( - protection: Normal(0.0), + protection: Normal(0.5), ), ) ), diff --git a/assets/common/items/armor/neck/neck_1.ron b/assets/common/items/armor/neck/neck_1.ron index 8f231cc3ce..e650268c91 100644 --- a/assets/common/items/armor/neck/neck_1.ron +++ b/assets/common/items/armor/neck/neck_1.ron @@ -5,7 +5,7 @@ Item( ( kind: Neck("Neck1"), stats: ( - protection: Normal(0.5), + protection: Normal(1.0), ), ) ), diff --git a/world/src/layer/mod.rs b/world/src/layer/mod.rs index d358e6286e..c56a75f03a 100644 --- a/world/src/layer/mod.rs +++ b/world/src/layer/mod.rs @@ -39,6 +39,7 @@ pub fn apply_scatter_to<'a>( ) { use BlockKind::*; #[allow(clippy::type_complexity)] + // TODO: Add back all sprites we had before let scatter: &[(_, bool, fn(&SimChunk) -> (f32, Option<(f32, f32)>))] = &[ // (density, Option<(wavelen, threshold)>) (BlueFlower, false, |c| { @@ -60,10 +61,10 @@ pub fn apply_scatter_to<'a>( ) }), (Twigs, false, |c| { - ((c.tree_density - 0.5).max(0.0) * 0.0025, None) + ((c.tree_density - 0.5).max(0.0) * 0.001, None) }), (Stones, false, |c| { - ((c.rockiness - 0.5).max(0.0) * 0.005, None) + ((c.rockiness - 0.5).max(0.0) * 0.0008, None) }), (ShortGrass, false, |c| { ( @@ -71,6 +72,12 @@ pub fn apply_scatter_to<'a>( Some((48.0, 0.4)), ) }), + (Mushroom, false, |c| { + ( + close(c.temp, 0.3, 0.4).min(close(c.humidity, 0.6, 0.35)) * 0.04, + None, + ) + }), (MediumGrass, false, |c| { ( close(c.temp, 0.0, 0.6).min(close(c.humidity, 0.6, 0.35)) * 0.05, @@ -83,12 +90,12 @@ pub fn apply_scatter_to<'a>( Some((48.0, 0.1)), ) }), - (GrassSnow, false, |c| { + /*(GrassSnow, false, |c| { ( close(c.temp, -0.4, 0.4).min(close(c.rockiness, 0.0, 0.5)) * 0.1, Some((48.0, 0.6)), ) - }), + }),*/ ]; for y in 0..vol.size_xy().y as i32 {