Apply suggestions from code review

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
This commit is contained in:
Rob B
2025-08-05 14:31:08 -07:00
committed by GitHub
parent 61d1156946
commit 86eaf20216

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@@ -47,7 +47,7 @@ class ChoiceMap(Choice, metaclass=ChoiceMapMeta):
class ElevatorTier(NamedRange):
"""
Put these Shipments to Space Elevator packages in logic.
Milestones past these packages be empty.
Milestones past these packages will be empty.
If your goal selection contains *Space Elevator Tier* then the goal will be to complete these shipments.
Estimated in-game completion times:
@@ -115,7 +115,7 @@ class ResourceSinkPointsPerMinute(NamedRange):
"""
Does nothing if *AWESOME Sink Points (per minute)* goal is not enabled.
Continuously Sink an amount of items to maintain a sink points per minute of this amount of points for 10 minutes to finish.
Sink items to maintain a sink points per minute of the chosen amount for 10 minutes to finish.
This setting is in *points per minute* on the orange track, so DNA Capsules don't count.
This option's presets are example production thresholds - you don't have to sink exactly those specific items.
@@ -157,7 +157,7 @@ class HardDriveProgressionLimit(Range):
class FreeSampleEquipment(Range):
"""
How many free sample items of Equipment items should be given when they are unlocked.
How many free sample Equipment items are given when they are unlocked.
(ex. Jetpack, Rifle)
"""
@@ -168,7 +168,7 @@ class FreeSampleEquipment(Range):
class FreeSampleBuildings(Range):
"""
How many copies of a Building's construction cost to give as a free sample when they are unlocked.
How many copies of a Building's construction cost are given as a free sample when they are unlocked.
Space Elevator is always excluded.
(ex. Packager, Constructor, Smelter)
@@ -180,7 +180,7 @@ class FreeSampleBuildings(Range):
class FreeSampleParts(NamedRange):
"""
How free sample items of general crafting components should be given when a recipe for them is unlocked.
How many general crafting component free samples are given when their recipe is unlocked.
Space Elevator Project Parts are always excluded.
Negative numbers mean that fraction of a full stack.
@@ -296,7 +296,7 @@ class EnergyLink(DefaultOnToggle):
class MamLogic(PlacementLogic):
"""
Where to place the MAM building in logic.
Earlier means it will be more likely you need to interact with it for progression purposes.
Earlier means it will be more likely that you will need to interact with it for progression purposes.
"""
display_name = "MAM Placement"
default = Placement.early.value
@@ -304,7 +304,7 @@ class MamLogic(PlacementLogic):
class AwesomeLogic(PlacementLogic):
"""
Where to place the AWESOME Shop and Sink buildings in logic.
Earlier means it will be more likely you need to interact with it for progression purposes.
Earlier means it will be more likely that you will need to interact with it for progression purposes.
"""
display_name = "AWESOME Stuff Placement"
default = Placement.early.value
@@ -312,7 +312,7 @@ class AwesomeLogic(PlacementLogic):
class EnergyLinkLogic(PlacementLogic):
"""
Where to place the EnergyLink building (or Power Storage if EnergyLink is disabled) in logic.
Earlier means it will be more likely to get access to it early into your game.
Earlier means it will be more likely that you will need to interact with it for progression purposes.
"""
display_name = "EnergyLink Placement"
default = Placement.early.value
@@ -320,7 +320,7 @@ class EnergyLinkLogic(PlacementLogic):
class SplitterLogic(PlacementLogic):
"""
Where to place the Conveyor Splitter and Merger buildings in logic.
Earlier means it will be more likely to get access to it early into your game.
Earlier means it will be more likely that you will need to interact with it for progression purposes.
"""
display_name = "Splitter and Merger Placement"
default = Placement.starting_inventory.value
@@ -406,7 +406,7 @@ class ExplorationCollectableCount(Range):
"""
Does nothing if *Exploration Collectables* goal is not enabled.
Collect this amount of Mercer Spheres, Somersloops, Hard Drives, Paleberries, Beryl Nuts and Bacon Agarics each to finish.
Collect this amount of Mercer Spheres, Somersloops, Hard Drives, Paleberries, Beryl Nuts, and Bacon Agarics each to finish.
- The amount of **Mercer Spheres** is **2x** the selected amount
- The amount of **Somersloops** is **the** selected amount
@@ -424,7 +424,7 @@ class MilestoneCostMultiplier(Range):
"""
Multiplies the amount of resources needed to unlock a Milestone by this factor.
The value is in percentage:
The value is a percentage:
- **50** = half cost
- **100** = normal milestone cost