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Author Topic: Animal-hide Bedding v1.01  (Read 5203 times)

The Architect

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Re: Animal-hide Bedding v1.01
« Reply #30 on: January 15, 2010, 03:46:56 am »

I think we should ask Toady if we want to know better.

QFT. The wiki will need fixing too.
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Deon

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Re: Animal-hide Bedding v1.01
« Reply #31 on: January 15, 2010, 03:55:37 am »

And knowing Toady, it's probably something overly complex :). For example, we could never guess the attack formula by facts. Mathphysics do not solve inverse problems of that level yet :D.
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slink

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Re: Animal-hide Bedding v1.01
« Reply #32 on: January 26, 2010, 09:46:20 am »

We've got our reply.  :)

Quote from: slink
How do the reactions work at the smelter?  Are they percentage probability or percentage completion?  Popular opinion had it that they are percentage completion but testing by a couple of us in the modding forum indicated that it was percentage probability with some weighting from unknown sources.  It was definitely not percentage completion weighted by same operator/same smelter.  We decided that only Tarn Adams could answer the question.  This is relevant in this thread because the new custom shops will undoubtedly be using the same sorts of reactions.  This is a hugely important feature in the new version, for some of us.

The way it works currently, which is open to additions of course, it to go through each product, and if it clears the chance (a single roll), it gives you all of the number.  It doesn't roll the chance for each individual one of a given product, and no invisible partial products are stored.  If you have odd numbers of reagents coming in (like lots of extra), you can get extra product, but the single chance must be cleared first.  So pretty much the clunkiest, most simple interpretation.
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