After increasing the difficulty of obtaining stars, the difficulty of making star-rated food does not increase
Awenlice opened this issue ยท 4 comments
I made it harder to get star ingredients.
Now, the diamond seed is 100 percent to iron and has a 1 percent chance of producing diamond.
However, diamond food can still be obtained using iron ingredients, and the probability is very high.
For example:
I want to get diamond Wheat bread.I only need to use three Iron wheat to make it.
It's a problem for my economic system in my server.
I only find "crating_bonus" in the configuration file.But that doesn't solve the problem.
I wonder if we can use another way:
i.e. 1x diamond & 1x no quality -> total bonus of 0.35 (if diamond provides a bonus of 0.7)
and then compare with the "crating_bonus" number
if it closer to "Iron's crating_bonus" then it will get Iron quality
if it closer to "gold's crating_bonus" then it will get gold quality
I also have another idea:
if we set
iron's crating_bonus is 0.15
gold's crating_bonus is 0.35
diamond's crating_bonus is 0.7
and now we get the 0.46 by (i.e. 2x diamond & 1x no quality -> total bonus of 0.35 (if diamond provides a bonus of 0.7))
0.46 is between 0.35 and 0.7.
so it will get (gold: (1 - (0.46-0.35)/(0.7-0.35) )=0.69 or diamond:( 1 - (0.7-0.46)/(0.7-0.35)) = 0.31
This can make making star-rated food more fun.
I especially like this mod.Looking forward to hearing from you
I'm currently adjusting the logic
Removed configs:
crafting_bonuscrop_target_chance(still exists, not used)seed_chance_multiplier(still exists, not used)
Added configs:
weightharvest_chanceseed_chance
harvest_chance is basically crop_target_chance but per quality
Same goes for seed_chance
(Names subject to change)
weight is per quality as well and defines how it impacts crafting and it's requirement to be reached when crafting
It's expected that a higher quality has a higher weight
Example with the current values (iron: 1 / gold: 2 / diamond: 3):
1x no quality ingredient
3x iron ingredient
1x gold ingredient
Average weight: 1.25
The base chance is then calculated as:
(average_weight - previous_weight) / (weight - previous_weight)
(Value is clamped to between 0 (0%) and 1 (100%))
First roll, for iron:
(1.25 - 0) / (1 - 0) = 1 -> 100% chance
Quality is now set to iron as baseline
Second roll, for gold:
(1.25 - 1) / (2 - 1) = 0.25 -> 25% chance
Quality has a 25% chance to upgrade to gold
(Luck can increase this chance, see config)
Third roll, for diamond:
(1.25 - 2) / (3 - 2) = 0 -> 0%
Quality cannot be reached
Meaning you would not be able to reach diamond by using only gold and iron
You'd either need full gold or a mix of diamond, gold and iron
(Actually full gold might not be enough either with the current values - probably need to make previous weight (aka min weight) adjustable as well and set it to 1.5 or sth. like that for diamond)
I think it's a good way.
Let's see if I'm right
useing the example1 like 4 gold and 1 iron
If I set
iron:025 gold:2560 diamond:60~100
AVG_weight = 60+60+60+60+25=265/5=53
iron = 53-0/25-0 = 2.12 => 100%
gold = 53-25/60-25 = 0.8 => 80%
diamond = 53-60/100-60 < 0 => 0%
can we set the weight and previous_weight in config?





