Lost Trinkets

Lost Trinkets

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Bug: Unlocks not happening as frequently as before

jabowah opened this issue ยท 5 comments

commented

Hello, we recently restarted on a new world and noticed that the unlocks for trinkets weren't as happening as often or at all since the recent update included with FTB Endeavour. We did notice that using a hoe to dig the ground caused them to unlock way more often than mining. Sorry if this issue has been fixed in your recent patch but I only saw an issue regarding the trinkets that weren't working.

commented

Are you sure this isn't just randomness at play?

Also, there's configs for pack makers to a bunch of things, including drop rates and and how long you have to wait between drops etc.

Perhaps the pack made changes to the configs in the update?

commented

The configuration file looks alright, the mining/trading/farming options are on for unlocks to work from those activities and the rarity is less on mining than farming, however out of three people we've only seen one unlock from mining. Breaking ground with the hoe rewards unlocks almost as soon as the cooldown is up, I was able to get 6 unlocks in no time just by breaking dry ground in long lines. The version we're on, which is part of the Endeavour modpack, is 1.16.5-0.1.26

commented

rarity is less on mining than farming

The rarity on mining is higher than farming.
farming = 140 is a one in 140 chance to occur
oresMining = 100 is a one in 100 chance to occur (this is more likely to happen)

Do note that it only counts when you mine ores, not just any block.

If it's the chances in the config not being represented properly between versions then you must provide proof of this being the case.

Probably with an experiment where you set the cooldown to be something low like 5s and then all the chances to be 2 which is a 50% chance to occur (3 is 1/3 = 33%, 4 is 1/4 = 25%, etc.) and then make sure it matches up with what is expected.

Compare how much has changed between two versions of lost trinkets with that same experiment.

All you've done so far is provide anecdotal evidence of some perceived change in probabilities.
Humans are notorious for having the wrong "feeling" of probabilities.

Provide experimental proof that the probabilities aren't matching up between different versions of Lost Trinkets (use a 50% chance so that you can easily verify instead of working with small probabilities, and provide the versions of the mod you're using).

Otherwise, please close this bug report it isn't bugged AFAICT.

however out of three people we've only seen one unlock from mining. Breaking ground with the hoe rewards unlocks almost as soon as the cooldown is up, I was able to get 6 unlocks in no time just by breaking dry ground in long lines.

This seems to be talking about balancing the drop chances of farming (breaking crops, tilling ground, using bonemeal) vs ore mining? If so then it's not quite related to the initial issue. Pack maker or player can always just change the values as well to what fits them.

commented

On a fresh map 1,792 ore blocks broken without any unlocks using default settings, 952 tiles broken unlocked one. I'd do more but don't have the time for it. Are you sure one in one forty isn't more likely than one in a hundred? LostTrinkets-1.16.5-0.1.26.jar.

commented

Are you waiting the cooldown between unlocks?
There's a 2 minute cooldown (by default) between trinket unlocks. You have to wait for the two minutes, or reduce the cooldown in the config.

Any ore blocks you break during the cooldown don't even have a chance to drop trinkets at all.
This is the same for all events and shared between them.

After 2 minutes then you can start rolling for them again.

Set oresMining = 2 and it should drop 50% of the time (off cooldown obviously).

Are you sure one in one forty isn't more likely than one in a hundred?

Farming is one in 140. Ores Mining is one in 100.
I didn't say one in 40 anywhere? You must have misread what I wrote.
One in 140 is less likely than one in 100.

I'd do more but don't have the time for it.

I'm doing this in my free time as well mind you. Also you could have saved time.
You didn't even listen to my suggestion to change the chance to one in two and the cooldown to something low like 5 seconds or 1 second. In my last post I said the following:

"Probably with an experiment where you set the cooldown to be something low like 5s and then all the chances to be 2 which is a 50% chance to occur (3 is 1/3 = 33%, 4 is 1/4 = 25%, etc.) and then make sure it matches up with what is expected."

Just try it out and you'll see the drop chances are fine.

Anyways, I got around to testing it (and recording) and the drop rates are fine as expected.
See this (timestampped) video here: https://www.youtube.com/watch?v=X1CZdsCmBug

00:00 Showing mod versions
00:11 Changing cooldown to 20 ticks (accidentally changed killing chance to 1/2)
00:23 Creating World
01:29 Giving items
01:46 Mining with 1/100 chance (I got pretty lucky it seems)
02:48 Changing to 1/2 chance
03:07 Mining with 1/2 chance
04:08 Changing to 0 cooldown and giving haste
04:23 Speed Mining with 1/2 chance
05:13 Finished unlocking all the trinkets
05:23 Showing unlocked trinkets

Do note I'm just asking to verify more so you can prove it to yourself and close this issue.
I've tested this long ago already, when you first posted the issue... Just didn't record it at the time.