Beehive Coverage Borkified

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Re: Beehive Coverage Borkified

Postby jorb » Wed Sep 16, 2015 8:36 pm

Each time a crop increases a growth stage it checks for a beehive. If it finds one that beehive ticks up +1 (burst/use/call it what you want), and the time toward the next growth stage is reduced for the crop in question. If the beehive has been used 50 times it cannot be used again until it has regenerated. It regenerates on average 6 uses per hour.
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Re: Beehive Coverage Borkified

Postby Avu » Wed Sep 16, 2015 8:40 pm

Ok so it can store a max of 50 charges, and it regens 6 charges per hour so if no crops use it the beehive gets back to full in 8.3 hours.
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Re: Beehive Coverage Borkified

Postby Sevenless » Wed Sep 16, 2015 8:40 pm

jorb wrote:Each time a crop increases a growth stage it checks for a beehive. If it finds one that beehive ticks up +1 (burst/use/call it what you want), and the time toward the next growth stage is reduced for the crop in question. If the beehive has been used 50 times it cannot be used again until it has regenerated. It regenerates on average 6 uses per hour.


Does it always prefer the closest beehive? From that description it doesn't sound like it checks for a second hive if the first is full.

Also neat mechanic :) look forward to playing with it (I just finally got a beehive XD)
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Re: Beehive Coverage Borkified

Postby Robben_DuMarsch » Wed Sep 16, 2015 9:27 pm

jorb wrote:Testing cannot reproduce. We ask ourselves:

  • Are you aware that each tile planted randomizes its finishing time slightly?
  • Are you aware that each beehive is somewhat limited in how many crops it can boost per unit of time?


I don't think that's what's causing the problem, as I see the exact same tiles of crops beating the other tiles of crops on every growth cycle.

However, it very well could be one of these mechanics manifesting itself in some odd way.

XXX
XXX
XXX

This is a hypothetical 3x3 grid of crop. The right most column is covered by beehive #1. The entire 3x3 grid is covered by Beehive #2 (which has LESS total crop usage from other crops than beehive #1 has).

The rightmost column still grows quicker every time, and all 3 are seen a stage above the rest of the 3x3 every cycle.

Rng? What's the chances of rolling 1, 2, 3 on a 9 sided die, with sets of 3 rolls, doing five different sets.

That's where I'm at.
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Re: Beehive Coverage Borkified

Postby Sevenless » Wed Sep 16, 2015 9:35 pm

If the beehive seeking code is a search grid that starts at the outer edge, and it selects the first beehive it finds, wouldn't all the crops frontload their effort onto one side of the beehive system? This would leave the other side underserviced, since they're still seeking a beehive but they're picking the first one they find rather than the closest.

It seems possible at least that this could happen. Lot depends on the particulars of the coding.
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Re: Beehive Coverage Borkified

Postby MagicManICT » Wed Sep 16, 2015 10:13 pm

I would think it'd be more of crop at (x1, y1) looks for nearby hives. Hives are at (x2, y2) and (x3, y3). From here you can determine which hives are in range, and you don't need to make it any more complex than that. you don't even necessarily have to sort the data as long as you only pass on hives in range to the crop. The question is does the server iterate through the list of hives until one can be utilized or does it see one and then quit searching whether or not that hive use was successful?
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Re: Beehive Coverage Borkified

Postby Sevenless » Wed Sep 16, 2015 11:42 pm

It's also worth noting that 144 crop stage changes per day is not huge. I forget exactly how many, but if carrots still have 5 stages and grow in 8 hours you can only field 29 tiles of carrots or so before tapping out the beehive.

Even for crops that grow in 1-2 days, it's not hard to plant 100 tiles (10x10) which will easily overuse a beehive that covers something like 570 tiles.
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Re: Beehive Coverage Borkified

Postby Robben_DuMarsch » Thu Sep 17, 2015 1:12 am

I'm not just looking at other crops growing slowly.
I'm looking at a specific set of 9 crops, 3 of which always grow quicker than the other 6.
This has happened for every growth cycle.

The only distinguishing factors between these crops is one is covered by beehive #2 and #1, and the other are covered by beehive #2. Beehive #1 has far and away more crops in its coverage than #2, so I don't believe the explanation is that beehive 2 is simply running out of pollination load, and beehive #1 is picking up the slack.
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Re: Beehive Coverage Borkified

Postby Robben_DuMarsch » Fri Sep 18, 2015 1:56 pm

jorb wrote:If the beehive has been used 50 times it cannot be used again until it has regenerated. It regenerates on average 6 uses per hour.


Can I get you to clarify this ever so slightly more?
Does the beehive refill it's ticks WHILE it's still got extra ticks in storage?

If it hits 0 will it not tick again until it achieves full regeneration, or is partial regeneration sufficient to resume pollination?

Or does it simply consume all 50 ticks, however slowly, then slowly regenerate while inert for the average of 50÷6 hours?

This will help me either eliminate my report as a bug, or otherwise allow me to demonstrate the bug.
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Re: Beehive Coverage Borkified

Postby MagicManICT » Fri Sep 18, 2015 4:57 pm

I think you're over-thinking the post. It's a max of 50 charges. If it has to wait until 0 before regenerating, there's no need for a max of 50. the most you'll ever have is 6.
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