Ender IO Zoo

Ender IO Zoo

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[1.7.10] Sag mill output chance always high [Question]

Skillotic0703 opened this issue · 9 comments

commented

Issue Description:

The sag mill output chance is not accurate.

What happens:

I put 64 stacks of iron ore in a sag mill (I checked several times that it was 64 stacks before doing it).
I obtained 13728 pulverized iron, 726 pulverized tin, 1391 pulverized ferrous metal and 2128 cobblestone. I made this with dark steel balls. There were dark steel balls all along.

What you expected to happen:

The chance of obtaining Pulverized Iron as output was (100%) x (150%)= 1.5
64 x 64 x 2 x 1.5 = 12288.
The chance of obtaining Pulverized Ferrous Metal was 4096 x 10% = 409,6
The chance of obtaining Pulverized Tin was (5%)x 4096 = 204,8
I just wanted to say that I always obtain more than I should.

Steps to reproduce:

1.Put down a sag mill
2.Put ores in it
3.Enjoy your unexpected bonus ores
...


Affected Versions (Do not use "latest"):

  • EnderIO: 1.7.10-2.3.0.428_beta
  • EnderCore: 1.7.10-0.2.0.36_beta
  • Minecraft: 1.7.10
  • Forge: 10.13.1614

Your most recent log file where the issue was present:

[pastebin/gist/etc link here]

commented

For every main output you get a chance for each extra output.

I didn't know this! I find it a bit surprising. Does this mean that pulverizing Redstone Ore (main output: 8x Redstone Dust, secondary: 10% Redstone Dust) gives you eight 10% chances to get the bonus dust with no grinding balls, and twelve 20% chances when using dark steel balls?

commented

Ah. So the "Main Output" modifier really adds to all of the outputs, not just the first one, or not just the ones that have 100% chance. And the "Bonus Output" modifier is applied on top of the "Main Output", except that it can't bring the chance above 100%, so it doesn't apply to any of the guaranteed outputs.

commented

codewarrior0, no it just means you get the same chances for each output. See my calculation above. Or for your example:

No balls:
First output: 8 dusts * 100%(amount) * (100*1)%(chance)
Second output: 1 dust * 100%(amount) * (10*1)%(chance)

With dark balls:
First output: 8 dusts * 150%(amount) * (100*2)%(chance) with chance capping at 100% obviously
Second output: 1 dust * 150%(amount) * (10*2)%(chance)
commented

You have at least one error in your calculation.
The chance of obtaining Pulverized Ferrous Metal was 4096 x 10% = 409,6
You forgot to apply 1.5 ball multiplier.

commented

My bad, but that doesn't change anything

Le mercredi 27 juillet 2016, AnrDaemon [email protected] a écrit :

You have at least one error in your calculation.
The chance of obtaining Pulverized Ferrous Metal was 4096 x 10% = 409,6
You forgot to apply 1.5 ball multiplier.


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commented

That actually matches the results you observe.
For every main output you get a chance for each extra output.
So, you get up to 3 main outputs, and thus a lot of extras.

commented

And you forgot to apply the 200% bonus on chance based outputs.

So:

Iron dust is: 2 dusts * 150%(amount) * (100*2)%(chance) with chance capping at 100% obviously.
Tin dust is: 1 dust * 150%(amount) * (5*2)%(chance),
Nickel dust is: 1 dust * 150%(amount) * (10*2)%(chance),
Cobble is: 1 item * 150%(amount) * (15*2)%(chance),

And there is no "main" output. The code makes no difference between the outputs, it's just so that the first one usually has a 100% chance.

commented

"Usually" =/= "necessarily". See: Silicon from Sand recipe.

commented

Thank you for your explanations. However I still get some (Just a little bit) unexpected bonus powders.