How quality works

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Re: Mystery of quality revealed

Postby Chakravanti » Fri Oct 23, 2009 5:22 pm

kLauE wrote:
Gaiadin wrote:Survival: arrows, tree planting, bone saw


thats not right. its farming

THIS. Wtf, I can't believe this shit is STILL going around.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Re: Mystery of quality revealed

Postby Bigfish » Fri Oct 23, 2009 5:34 pm

g1real wrote:(3 * milk + churn) / 4 !!!

fyp
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Re: Mystery of quality revealed

Postby Chakravanti » Fri Oct 23, 2009 6:19 pm

So basically now the only thing J&L are cruelly withholding from us are build QL's. aside from the well known single ingredient constructions (Kiln, smelter, ovens, etc.)
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Re: Mystery of quality revealed

Postby Gaiadin » Sun Oct 25, 2009 9:00 pm

As far as I know, building qualities should just be the average of the materials used? It's possible the averages are weighted.

Speaking of weighted averages. I just discovered that the weight of the bone in a bone saw is 5. In other words, the formula looks like this for constructing a bone saw: (1*qBranch + 5*qBone) / 6

I tested it with 4 different bone and branch combinations. Hope this helps.

Edit:
Chakravanti wrote:
kLauE wrote:
Gaiadin wrote:Survival: arrows, tree planting, bone saw


thats not right. its farming

THIS. Wtf, I can't believe this shit is STILL going around.


I'm currently testing this. If I was mistaken, I apologize.
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Re: Mystery of quality revealed

Postby g1real » Sun Oct 25, 2009 11:17 pm

Bigfish wrote:
g1real wrote:(3 * milk + churn) / 4 !!!

fyp



Not 1/4th in total, 1/4th of itself.

But we'll have to ask loftar to confirm that.
loftar: The inner chaos of the Jorbian mind is hard to conceal. :)
jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence? :)
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Re: Mystery of quality revealed

Postby Gaiadin » Mon Oct 26, 2009 6:34 pm

Chakravanti wrote:
kLauE wrote:
Gaiadin wrote:Survival: arrows, tree planting, bone saw


thats not right. its farming

THIS. Wtf, I can't believe this shit is STILL going around.


Ok, according to my tests, tree planting is absolutely NOT affected by farming. When I say planting I mean physically planting them in the ground from the table.

The tree planting process as I understand it:
The qualities of Water, Soil, Planter's Pot, Herbalist Table, and Seed all affect the quality of the new tree. It's possible that the soil the tree is actually planted in affects it as well. Can anyone confirm this?

1. Water and soil. Anyone can put these into the pot. No skills affect it.
2. Seed insertion. Nature affects the speed and death-rate on the table at this stage.
3. Table placement. Anyone can do this part. No skills affect it.
4. Planting. Either survival affects this or nothing does.

I have 1 farming and the trees I plant from the table are the same as those planted by a friend with 100+ farming. Farming could play its role when the seed is inserted into the pot, however. Is this what you meant?
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Re: Mystery of quality revealed

Postby bajuba » Mon Oct 26, 2009 7:50 pm

I am the friend and I approve this message
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Re: Mystery of quality revealed

Postby Gaiadin » Tue Oct 27, 2009 8:15 pm

Oh, since this seems to be the "All about Quality" thread I'll post this here.

Quality hotspots are points on the map where the quality of a natural resource (Clay, Soil, Water) is higher than 10. They appear to radiate from a single tile and move outwards equally in all directions degrading over distance regardless of terrain. This means that you can find 56Q soil on one side of the river, if there is a 65Q hotspot on the other side of the river. You can find 50Q water in one river even if the 70Q hotspot is located in a nearby river.

These hotspots were randomly generated when the map was created and do not change (yet?) The quality of a hotspot seems to be anywhere between 11 and 100 though the highest known quality of any hotspot is 97Q soil on the maplib.

Well water appears to use water hotspots. If there is a HQ water hotspot and you find a well point nearby, the well water should be proportional to its distance from the water hotspot.

It is unclear whether the hotspots can only spawn on their own terrain type. Meaning: If a water hotspot spawned in the center of a landmass it would be possible to build a HQ water well without a river nearby.

Don't even bother trying to analyze these rhymes. In this post I say hotspot 12 times.
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Re: Mystery of quality revealed

Postby bajuba » Tue Oct 27, 2009 9:16 pm

Gaiadin wrote:
Don't even bother trying to analyze these rhymes. In this post I say hotspot 12 times.


wiki wiki woo
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Re: Mystery of quality revealed

Postby Lightning4 » Tue Oct 27, 2009 9:49 pm

Gaiadin wrote:As far as I know, building qualities should just be the average of the materials used? It's possible the averages are weighted.


Yeah, I think most constructions follow that general rule. Only one I've bothered checking for certain are windchimes though.
A lot of them do have weights though. Beds for certain (this was mentioned to be in favor of the feathers and linen), churns *could* be, looms probably are, herbalist tables also seem to be.

I'm skeptical on churns since I haven't bothered to tell if it's something in the churn being weighted or the actual butter crafting having a weight instead. Or both.
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