Weirdness with Chicken food & qualities megathread.

The worst monsters in the Hearthlands warp the fabric of space and time...

Re: Weirdness with Chicken food & qualities megathread.

Postby Avu » Mon Oct 12, 2015 1:40 pm

Two decimals should be enough. It will lessen the situations where the averages fuck up by 100 times.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
User avatar
Avu
 
Posts: 3000
Joined: Sat Oct 31, 2009 1:00 pm

Re: Weirdness with Chicken food & qualities megathread.

Postby Procne » Mon Oct 12, 2015 1:42 pm

jorb wrote:And then have bug reports asking why qualities behave in unexpected manners due to unforseen roundings?

That's what you are having NOW
Moreover preventing players from actually determining their qualities?

That's what you have now as well when players drop a bunch of various quality stuff in and are unable to determine the outcome by simply averaging numbers. Unless by "determining" you meant "most likely it will be of lowest from available qualities in all three components"
Procne
 
Posts: 984
Joined: Sat May 29, 2010 3:04 pm

Re: Weirdness with Chicken food & qualities megathread.

Postby Shiala » Mon Oct 12, 2015 3:58 pm

I think the other thing people tend to forget is that just because two things average out to the same number doesn't mean they're the same quality. For example, you have carrots that are 15/25/10 and beets that are 25/10/15, the number that shows as the average will be the same but they are not actually the same. Combining those two together will result in a lower quality end product.
User avatar
Shiala
 
Posts: 100
Joined: Mon Sep 09, 2013 5:27 pm

Re: Weirdness with Chicken food & qualities megathread.

Postby shubla » Mon Oct 12, 2015 4:20 pm

I have almost q1 chickens even thought im sure their food and water is lot better
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
shubla
 
Posts: 13043
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Weirdness with Chicken food & qualities megathread.

Postby sabinati » Mon Oct 12, 2015 7:16 pm

Avu wrote:Two decimals should be enough. It will lessen the situations where the averages fuck up by 100 times.


1 should really be fine
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Weirdness with Chicken food & qualities megathread.

Postby Granger » Mon Oct 19, 2015 10:41 pm

jorb wrote:
Itanu wrote:Solution to rounding problem:
Store the quality averages as fucken floats.
The end.


And keep the player informed of the decimal points? "Quality 12.2482775/15.2338/12.23"?

Other solution to the rounding problem:

Store the amount, and the sum of the quality.
The moment you reduce the amount, do
Code: Select all
quality_removed = sum_quality/items_in
sum_quality -=  quality_removed*items_removed
items_in -= items_removed

You can do that as integer, in case (sum_quality/items_in) rounds down it'll keep the fraction in sum_quality to be taken out later.
Only thing to keep in mind is to not allow items_removed > items_in/2 or it could be exploited to deterministicly raise the q of the items remaining.
Last edited by Granger on Tue Oct 20, 2015 1:43 am, edited 1 time in total.
Reason: added something to clarify
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9264
Joined: Mon Mar 22, 2010 2:00 pm

Re: Weirdness with Chicken food & qualities megathread.

Postby MagicManICT » Tue Oct 20, 2015 12:21 am

No need to store all the values when the remainder (modulus) can be stored and used in the calculation. It's an old optimization to avoid floating point calculations for a few extra bytes of memory. I think it used to be something like 100x faster before FPUs were common in computers.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18436
Joined: Tue Aug 17, 2010 1:47 am

Re: Weirdness with Chicken food & qualities megathread.

Postby Granger » Tue Oct 20, 2015 1:32 am

MagicManICT wrote:No need to store all the values []

My suggestion is to store the total sum of the values, not a list of them.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9264
Joined: Mon Mar 22, 2010 2:00 pm

Re: Weirdness with Chicken food & qualities megathread.

Postby Itanu » Wed Oct 28, 2015 5:57 am

I'm guessing this hasn't been fixed yet. I would say its a fairly high priority, considering that it also probably happens to fuel in every furnace, water in barrels, and, for that matter, any liquid at all. Whilst swill is the most broken and most noticeable, a rework of the whole system is probably in order. Volume and quality aggregates would probably be the easiest way of doing it, conserving all the information, but using a rounded down version of Qtotal/volume for any recipes/uses.
pls this is more important than adding lettuce.
Itanu
 
Posts: 182
Joined: Sat Jun 08, 2013 10:17 pm

Re: Weirdness with Chicken food & qualities megathread.

Postby MagicManICT » Wed Dec 09, 2015 9:30 am

With the change to how qualities are tracked a few weeks ago, has anyone had issues with fodder qualities?

(Just noticed this was still up here and wasn't taken down.)
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18436
Joined: Tue Aug 17, 2010 1:47 am

PreviousNext

Return to Bugs

Who is online

Users browsing this forum: Claude [Bot], Semrush [Bot] and 4 guests