Tarkiln Q and mixing clays

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Tarkiln Q and mixing clays

Postby Uriel_Ventris » Sat Oct 03, 2015 1:55 pm

The other day I wanted to make a quality Tarkiln to be ready when we could start to cut good trees. I prepared 35 stones Q 10 and various kinds of clay of different qualities in order to equalize the essence, substance and vitality. I added the qualities of the 35 stones and 50 clay and then divided between 85 (for each of the 3 types of quality). When I finished construction, the tarkiln quality went down 5-6 points than calculated :x :x .

Reading this in the thread of chickens (viewtopic.php?f=47&t=42720)

Ashghan wrote:Yup, had the same problem with my chickens, though not as drastic. It's basically a math/rounding algorithm problem. If you put a bad quality item in the beginning (gods forbid something as low as 6/6/6) you basically cap the quality at low levels. Consider this example:
You put in one carrot at 6 quality (for the example I assume qX is X/X/X). then add a q7 and q8 and q9 and q10 and q11. Logicaly, the quality should be 6+7+8+9+10+11 div 6, round down = 8. Not in this game. Surprise, you have 5 units of 6/6/6. Why? Because each unit is averaged, rounded down and counted separatelyonly when it's added. So at first step you have (6+7)/2 = 6,5 round six 6. You have now 2 units of q6 fodder. Now you add the q8 and it gets weird. The math is not (6+7+8)/2 but instead (6*2+8)/2 resulting in 3 units q of6 (round down 6,66) instead of q7. Next (6*3+9)/4 = 6,75 . 4 units of q6. (6*4+10)/5 = 6,8. 5 units of q6. And so on. you have 100 units of q10 fodder, add one q9 and you have 101 q9 fodder. Because (100*10+9)/101 is 9,9099, round down to 9. It's like the saying "one bad apple spoils the bunch".

Only thing you can do is empty the coop of ANY fodder (via bucket) and start from scratch, with higher q fodder. And do this every time your crop q increases by a significant margin, because your fodder is basically capped at the level of the lowest qualities you put in it in the beginning. It wasn't so in the original H&H where AFAIK it calculated the average q normally.

I do know that from a coding standpoint it'll be hell to keep the q values of all fodder items in the coop (or trough) for every coop and trough in the world. The only other options are using regular averaging (up >.5 > down) or keeping an internal floating point quality with rounding only when the fodder is taken out.


tl;dr = it's not a bug, it's a design choice.


I thought that maybe this "problem" is related to how the game round :S and so my calculations failed when I built the Tarkiln.
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Re: Tarkiln Q and mixing clays

Postby Sevenless » Sat Oct 03, 2015 2:30 pm

Interesting theory on it. Might explain some of the issues people have had if it's true.
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Re: Tarkiln Q and mixing clays

Postby Necroliter » Sat Oct 03, 2015 2:47 pm

Solution is more simple.
Q of Tar Kiln - (AvgQ(Clay)+AvgQ(Stone))/2
Keep in mind that most likely AvgQ is rounded down.

Difference with your calculation - that it does not take into account the proportion of clay and stone (so in fact Clay have same influence as Stone). Most buildings and work benches use same formula.
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