Potjeh wrote:They do have the +-5 random modifier after the q is calculated from materials q.
Make sure I have the math right here: q5 bone saw (not the worst a player can make, but just for arguments sake--let a wild chicken starve to death for a q5 bone) makes q7 boards, along with q10 blocks and let's just say q1 plant fibers for a worst case herbalist table. That comes out to q4 herbalist table (rounded). Same blue eyed character (0 LP invested in stats and no attribute gains) makes the planter pots from q10 clay. Those still come out q10. Fire in a q10 kiln with q7 fuel--q9 fired tree pot. Add q10 soil, water, and seed, and you get...( (10+10+4+9) / 4 + 10) / 2 = q9 tree sapling (correct me if I'm wrong here). Figure in the random range, and it's [7, 14]. Next, you have a q7 seed in that equation, and it brings it to (assuming table isn't rebuilt)... a q7 sapling for a range of [5, 12]. Third iteration, and you get q6 or [4, 11]. Fourth, you get q6 or [4, 11] and it stalls there. At this point, one could build a new min quality table of q2 (q4 board w/ q4 saw, q4 block, q1 string). You can then drop the tree one more point to three and it again stalls out.
At this point, if you can force your chickens down to q1, you can of course get clear down to a q1 bone saw for cutting boards. (Q2 bone won't work because it brings the saw up to q2.) If I'm doing the math in my head right, you can end up with a q2 tree. If you account for negative quality on growing trees, then you can get a q0 branch, and if I remember the tree stages correctly, a q1 cone.
Gotcha. I had forgotten a couple of the formulas for the process. That's a lot of work for (no?) the result. I think you can get q50 trees with less effort!
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