From e1c18a914e665b1b5f9d624bd5b4d8dd62a023ac Mon Sep 17 00:00:00 2001 From: Chaosvolt Date: Sat, 16 Sep 2023 15:08:47 -0500 Subject: [PATCH] Adjust soil from digging to match construction needs --- src/iuse.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/iuse.cpp b/src/iuse.cpp index b5888d3586ba..7b5c07999975 100644 --- a/src/iuse.cpp +++ b/src/iuse.cpp @@ -2621,7 +2621,7 @@ static digging_moves_and_byproducts dig_pit_moves_and_byproducts( player *p, ite // We also must tone down the yield of dirt to avoid potential problems, // the old math was generating more than the tile volume limit. // - // So to keep it simple, 50 liters for shallow pits, 100 for deep pit. We're basically + // So to keep it simple, 200 liters for shallow pits, 400 for deep pit. We're basically // assuming that the first step is about one-third of the total work. constexpr int deep_pit_time = 120; @@ -2647,7 +2647,7 @@ static digging_moves_and_byproducts dig_pit_moves_and_byproducts( player *p, ite result_terrain = deep ? ter_id( "t_pit" ) : ter_id( "t_pit_shallow" ); } - return { moves, static_cast( dig_minutes / 60 ), "digging_soil_loam_50L", result_terrain }; + return { moves, static_cast( dig_minutes / 15 ), "digging_soil_loam_50L", result_terrain }; } int iuse::dig( player *p, item *it, bool t, const tripoint & )