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DaewenWinter
- Posts: 50
- Joined: Mon Sep 21, 2015 8:54 pm
- Location: Norway
a sort of cap to cave tiles..
I respect RNG, but I have now mined 54 cycles on a single tile of dolomite... Can't it please go away soon....
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DaewenWinter
- Posts: 50
- Joined: Mon Sep 21, 2015 8:54 pm
- Location: Norway
Re: a sort of cap to cave tiles..
In the end, it took 82 cycles to finish it off. There must be some better way to have this. RNG hates me sometimes.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: a sort of cap to cave tiles..
While we're on the subject, the minimum seems a little too low (most certainly on ore tiles anyway).
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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DaewenWinter
- Posts: 50
- Joined: Mon Sep 21, 2015 8:54 pm
- Location: Norway
Re: a sort of cap to cave tiles..
shortly after the 82 tile, I had a series of tiles going 2-4-2-2-29-1-1-4. Perhaps giving it a range within which to operate, and normalizing it towards the middle, rather than going full RNG with the same percentage to destroy the tile at one cycle and cycle 120? The chance to get ore and curiosities however seems fair enough to me atm. Just the tiles breaking at complete random bugging me.
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Clemence
- Posts: 447
- Joined: Sat Mar 19, 2011 5:26 am
Re: a sort of cap to cave tiles..
I guess to do that each till would have to remember how many time you hit it, that's something big to add to code and memory, as at present it just throw the dices each time you hit the till, so in theory there are not any limit to bad luck.