Testing 224 - Combustion Fraction [Plant]

Thanks for info. Testing suspended.

:grin:

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We have this its called Dark glass lol. But seriously its gleam so it should have some light or its not gleam.

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This might have an interesting affect on builds that have already been lit by certain colors of gleam. If dark red gleam does not spread light very far, then my build using it could go dark forcing me to use a color I do not like in order to be able to see. I think this will be interesting to see what it does if implemented.

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You can do the same build as for Yams
Sown in Gravel as already mentioned.
Make sure sunlight cannot go there (door let light through)

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When I first tried out black gleam on testing some months back, I honestly almost expected it would project shadow/darkness rather than light, but figured it would actually just give dim light instead, since projecting darkness sounds a bit technically complicated to me, given how I assume the light system must work. :stuck_out_tongue:

Yourself and @james have been letting us know that the balance will/may change around crops from testing to live.

Are either of you able to let’s us know a little more detail?

Obviously not specifics, but what could potentially change?

For example, could the type of bonus block change? (sand to gravel, that kind of thing).

Could the range of ‘near’ change, atm it looks to be within 3 blocks, but could it potentially change to 1, or 10, or any other number?

Could the number of bonus blocks required within the range change? (3 blocks of sand near, could become 1, or 10, or any other number)

Or is it just the the value of the bonus that will change, not the formation for optimising? (max crop return rate goes from 1.04 to 2.5)

I’m not looking for you to give the game away and say, x will change to y, but just what could potentially change!

Any info would be greatly appreciated, thanks.

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How did you see the plant information from the debug menu? I found the debug menu (F1) but the plant info wasn’t there. Thanks!

F1 > Debug Information
Then extend “Selection” and under that also extend “Planted Crop [above/below]”

You can only expand the above/below when the target reticule is over a ground/ceiling crop :slight_smile:

Ok thanks! I’ll give that a try.

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Got slightly higher numbers. Lava is all under the gravel.

Edit: What baffles me is that all of these were planted simultaneously. Some matured yesterday and some are still growing today. The difference is vast. I am not keeping some rigorous excel sheet but the difference is clear (visually). Checked their stats and they all have the same percentages (just different growth stages).

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From what I have read every plant has a chance to advance to the next stage. The RNG is rolled and this plant succeeds!! YES!! and this one fails BOOO!!!

So even in perfect conditions all plants are not necessarily going to mature at the same time. This seems more obvious with Kranut and the inorganics since they take longer to mature. Maybe they also have more stages before maturing?

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This also raises the question (again) how near is near? Adjacent? Within 2 blocks? I mean the plants shown in the pics i uploaded, some are in the center (farther from ancient corruption) yet all have the same percentages.

If they have the same percentages then nearness should not be a factor. It is my understanding that nearness should be reflected in the percentages.

I do find it interesting that the seed drop percentage is .96. I never checked after the update to see if they went up from .67 on the organics.

Highest number I have had after update 224.1(or how to call it) on inorganic fuels:
Seed 1.260
Yield 1.600

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WAAAAAAT. . I will have to go check ASAP

Edit: I have the same on my optimized inorganics (1.26), but sadly my organics are still maxed at .67.

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Seed yields should still be < 1. If any are > 1 then it’s not intended.


I can see the mistake and this will be fixed in the next update.

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Darn. Oh well.

All crops have 8 stages but different tick chance.
In case of slow crops tick chance is low and statistically the lower the chance the more fails happens throughout the field of crops causing wider distribution of results.

Also, if you used fertiliser, that created even more differences over time, since it has a chance to expire with every crop tick roll. Some crops only work with fertiliser for an hour, other stay fertilised for a day. That creates bigger differences in growth speed.

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Should each failed tick then increase the chance of the next tick being successful?

This then may result in a more consistent growth, without complete uniformity.

Eg

Crop starts with 10% chance to tick
Fails
Increases to 15%
Fails
Increases to 20%
Success
Back to 10%

As I can see for crops that take longer there is a greater chance for some just not to progress at all!

@lucadeltodecso or would this also take up too many bits per crop?

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That’s the same thing discussed in that other thread. You’d have to keep count of the failed growth attemts.

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