In light of doing something new, to share some random bit of small nuggets of info in this thread here and there that belongs to nowhere. Basically I just want to make a thread where I update some random information I collect in my playtime in haven. Stuff that doesn't belong to any specific thread or worth even posting in the wiki but worth sharing for those that want to waste a bit of time reading about it.
To kick it off.
Mansion building time solo
Today I decided to make 7 mansions in one go as it was the need for the building project Iv been working on. So after prepping the mats sense yesterday letting the house timer run dry I set one of my alts to auto build all of them. Taking into consideration of drinking water and moving from sign to sign it took in total 5h 52min. Started timer at 9:19 ended at 15:11 coming out at average of 50 min 17 seconds per mansion. The time it took to drink water and move from sign to sign could be considered being a fraction of the actual building time so it could be neglected. This means it takes 50 minutes to build a mansion solo when everything is prepped and ready.
Useless Info of the day: It takes 50 minutes to build a mansion sign solo.
Till next useless info comes along, Xcom out.
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sabinati
- Posts: 15527
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Re: Useless Info Collection
you're a wonderful man
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Xcom
- Posts: 1105
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Re: Useless Info Collection
Well thank you sir.sabinati wrote:you're a wonderful man
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mvgulik
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Re: Useless Info Collection
Are you sure there are no other items, or character attributes, that might affect the building speed of a mansion. (?)
If not: It probably should be "around 50 minutes for a fresh, a naked, character"
Just doing what I do best: Finding missing support beams.
If not: It probably should be "around 50 minutes for a fresh, a naked, character"
Just doing what I do best: Finding missing support beams.
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aghmed
- Posts: 238
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- Location: between London and third part of LSD
Re: Useless Info Collection
if we'll ignore reduce of fep that appears while eating stuff and you have all stats at 10
to get 100 dex and 55 psy you have to eat: 2475 mussels ql 10
to get 200 dex and 105 psy you have to eat: 9975 mussels ql 10
to get 300 dex and 155 psy you have to eat: 23200 mussels ql 10
thats a bit of mussels
to get 100 dex and 55 psy you have to eat: 2475 mussels ql 10
to get 200 dex and 105 psy you have to eat: 9975 mussels ql 10
to get 300 dex and 155 psy you have to eat: 23200 mussels ql 10
thats a bit of mussels
public static class StupidJavaCodeContainer {
/* oh, i love swing. */
class checkOutMyPathfinder{

}}
/* oh, i love swing. */
class checkOutMyPathfinder{

}}
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Xcom
- Posts: 1105
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Re: Useless Info Collection
A house instance is placed in a pattern where it overlaps 4 map grids per room therefore it has to load 24 mapgrids per house. If the 3 rooms where placed slightly more compact they would only load a total of 9 grids and cause less lag when moving from room to room.
To avoid loading lag as much as possible it would be wise to move slightly towards the north east side of the ground floor before entering the top floor as a player loads a 3x3 area around the center grid the player is standing in. Same would apply for the cellar as it would pre load more map grids before entering said room.
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Xcom
- Posts: 1105
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Re: Useless Info Collection
I made a simple script to display what tile was covered by the beehive radius. Assuming the beehive is centered into the tile and that the beehives behave the same way as mine supports as they need the center of the tile to be covered to apply as being covered by the radius. Also assuming the beehive radius is 150 subtiles big you end up with this.
A more detailed image in paint showing the tiles more accurately.
Excluding the beehive itself ends up around 570 crops.
Note that if its not shifted into the exact center the areas the beehive covers is not the same as that image.
Edit: I added a check where it counted the tiles.
If the beehive is shifted into the center of the tile it maxes out at 593 tiles including the tile the beehive is on.
After nudging it around the number reduced to around 584-581. In one spot the tiles the beehive covered reduced to 579. This showed to prove that the optimal spot is in the shifted spot and it covers 593 tiles including the tile the beehive is standing on.
Note that if its not shifted into the exact center the areas the beehive covers is not the same as that image.
Edit: I added a check where it counted the tiles.
If the beehive is shifted into the center of the tile it maxes out at 593 tiles including the tile the beehive is on.
After nudging it around the number reduced to around 584-581. In one spot the tiles the beehive covered reduced to 579. This showed to prove that the optimal spot is in the shifted spot and it covers 593 tiles including the tile the beehive is standing on.
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mvgulik
- Posts: 4098
- Joined: Fri May 21, 2010 2:29 am
Re: Useless Info Collection
Alternative beehive range image at: http://ringofbrodgar.com/wiki/Beehive
(150 sub-tiles ? ... The beehive radius is somewhere in the range of 13.601~ and 13.63~ tiles.)
(150 sub-tiles ? ... The beehive radius is somewhere in the range of 13.601~ and 13.63~ tiles.)
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Xcom
- Posts: 1105
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Re: Useless Info Collection
The sub tiles are the actual coordinate system haven is made up off. I will try explain it in detail soon.mvgulik wrote:Alternative beehive range image at: http://ringofbrodgar.com/wiki/Beehive
(150 sub-tiles ? ... The beehive radius is somewhere in the range of 13.601~ and 13.63~ tiles.)
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mvgulik
- Posts: 4098
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Re: Useless Info Collection
Owww ... I see. You mean in map-cords/units.
... 150/11=13,63~. Right
.
... 150/11=13,63~. Right


