joedobo

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Everything posted by joedobo

  1. I frequently need to remind myself to just let things go regarding bad game design choices, nerfs and what seems like immortal bugs. Complaining about these Wurm subjects has never achieved anything, it's just a waste of time. This is based on my observations after playing Wurm for around 15 IRL years. Spend your time figuring out how things actually work and use it to your advantage.
  2. I don't know if this is helpful because I don't use the commonly used affinity generator sites. I did a small sample here because I'm not sure it's useful. All the foods resulted in an affinity match in game for my toon. In summary what's happening below is getting the shift values for cookers, containers, and ingredients. And then all that plus toon's shift is added and applied to the modulo by 138. The final modulo needs a +1 because modulo is zero based and the skill list is 1 based. Meat material types: bear 72, beef 73, canine 74, feline 75, dragon 76, fowl 77, game 78, horse 79, human 80, humanoid 81, insect 82, lamb 83, pork 84, seafood 85, snake 86, tough 87 *Eating meat broth* toon, 87, cooker rare oven, 41, container cauldron, 75, ingr. Bear meat diced, 32, ingr. Stock, 118, sumed & mod 138 + 1, 78, Butchering toon, 87, cooker rare oven, 41, container cauldron, 75, ingr. Insect meat diced, 42, ingr. Stock, 118, sumed & mod 138 + 1, 88, Largeaxe toon, 87, cooker rare oven, 41, container cauldron, 75, ingr. Fowl meat diced, 37, ingr. Stock, 118, sumed & mod 138 + 2, 83, Mediumwoodenshield bear meat diced = 32 (template meat 92, material bear 72, realtemplate none -10, state diced 16) % 138 insect meat diced = 42 (template meat 92, material insect 82, realtemplate none -10, state diced 16) % 138 fowl meat diced = 37 (template meat 92, material fowl 77, realtemplate none -10, state diced 16) % 138 stock = 118 (template 1210, material vegetarian 22, realtemplate none -10) % 138 stock item template # 1210, template materials vegetarian 22 "name":"stock", "recipeid":"728", "result":{ "id":"stock", "difficulty":10 } *Meat broth as ingredient* template #, 1268, material bear, 72, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 52 template #, 1268, mat beef, 73, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 53 template #, 1268, mat canine, 74, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 54 template #, 1268, mat feline, 75, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 55 template #, 1268, mat dragon, 76, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 56 template #, 1268, mat fowl, 77, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 57 template #, 1268, mat game, 78, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 58 template #, 1268, mat horse, 79, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 59 template #, 1268, mat human, 80, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 60 template #, 1268, mat humanoid, 81, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 61 template #, 1268, mat insect, 82, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 62 template #, 1268, mat lamb, 83, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 63 template #, 1268, mat pork, 84, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 64 template #, 1268, mat seafood, 85, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 65 template #, 1268, mat snake, 86, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 66 template #, 1268, mat tough, 87, real teamplate meat, 92, base modulo 138, 118, `+ material modulo 138, 67 *Eat lemon fowl to test meat broth* toon, 87, cooker rare oven, 41, container roasting dish, 65, ingr. Fowl meat raw, 21, ingr. Fowl meat broth, 57, ingr. corn oil, 8, ingr. Onion chopped, 107, ingr. Lemon, 8, 119, Channeling toon, 87, cooker rare oven, 41, container roasting dish, 65, ingr. Fowl meat raw, 21, ingr. Fowl meat broth, 57, ingr. Cotton oil, 121, ingr. Onion chopped, 107, ingr. Lemon, 8, 94, Prospecting fowl meat raw = 21 (template meat 92, material fowl 77, realtemplate none -10) % 138 onion chopped = 107 (template onion 355, material vegetarian 22, realtemplate none -10, chopped 16) % 138 lemon = 8 (template lemon 410, material vegetarian 22, realtemplate none -10) % 138 corn oil = 8 (template cooking oil 1193, template material oil 25 , realtemplate corn 32) % 138 "name":"corn oil", "recipeid":"556", "result":{ "id":"cooking oil", "name":"# oil", "realtemplate":"corn", "difficulty":15 } cotton seed oil = 121 (template cooking oil 1193, template material 25, realtemplate cotton seed 145) % 138 "name":"cotton seed oil", "recipeid":"557", "result":{ "id":"cooking oil", "name":"# oil", "realtemplate":"cotton seed", "difficulty":25 }
  3. no. enchanted grass will only be destroyed by grazing. Regardless of what couple people say in this thread about movement. I remember something about this too. Basically, if no-one is in local the animal code doesn't process the animal. Thus, it doesn't eat, and doesn't get penalized for not doing so either. Further, not eating means not destroying the tiles. The only thing I can think of regarding the cart is that it potentially has multiple animals eating from the same tile. Although, I thought wurm changed the animal code so that animal eat from the tile they are on and not the tile where the cart resides. Because of this I usually try to park carts between two tiles, so the animals are on their own tile. I'd say re-enchant the tiles and see if the trend continues. I'm guessing it's just a behavior of computer RNG. it tends to have streaks of unusual events.
  4. The poll won't let me vote for more than one. I think you need Vyn, fo and mag. Each is useful in its own way. vynora best follower buff. arguably the best item enchanting magic. Bad double favor item synergy. Torches are the only thing that might work but their construction is a hassle to do in bulk. fo The best weapon enchants. Great animal related potential. the only way to cast healing magic. good double favor item synergy. mag only way to fix caves aside from expensive shaker orbs great double favor item synergy from locks. Horrible item enchants. weird quirky business with dominating non tamable creatures. I'm waiting for the first "It seems extremely tame" bread troll to show up. I'm not familiar with using priests in combat but supposedly mag is the best at this. lib Basically, a hodge podge of all the other gods' abilities but said abilities aren't quite as good. Follows the idea of jack of all trades yet master of none.
  5. This doesn't happen to enchanted grass. Grass, lawn, reed, dirt and mycelium can all be packed from walking on a tile a lot.
  6. I haven't heard of any changes. Well, there were changes to archeology and that can be done on enchanted tiles. Here is a quick rundown of mechanics from WU and WO hasn't changed this for a long time so it still should be valid. 1 in 20 chance for grazing animal to affect grass. Affected grass is stepped back a stage or converted to pack dirt if it's short. Generally, "freshly sown" crops are destroyed, and the tile turned to dirt. Other crops are eaten back a growth stage. For enchanted grass there are additional chance checks to see if enchanted grass is destroyed. They are: 1 in 240, 1 in 120 and 1 in 80 for on-deed good ratio, on deed bad ratio, and off deed. If the chance succeeds, then the enchanted tile will get converted to either packed dirt or grass. Grass growth stage is frozen and hidden when it gets enchanted. Grass which was short when enchanted becomes packed dirt and longer grasses, when enchanted, will be a grass tile. I don't know how often animals eat. 1 in 20 times 1 in 240 is 1 in 480 chance to lose the grass every time the animal eats. I just assume everyone has animal on deed with good ratio. Given that animals eat at least a few times a day and I've seen enchanted grass last for months if not years, it makes me side more with Erhid in that the grass isn't being destroyed as expect. The answer here must be streaky weird computer (java's random classes in this case) RNG. Lastly, If I had my way enchanted grass would never be destroyed unless a player chose to destroy it.
  7. I'm not a fan of less rift points per a rift. I didn't see a problem with the length of a rift before. Was this change because some players were forcibly closing rifts on last wave before finishing off Warmaster? imo, better changes are ones that focus on reducing the time it takes to participate in a rift. 1. Make it easier to get to a rift. I know there would be huge turnout for rifts if we could teleport to them from our deeds. And teleport home afterwards. These teleports wouldn't be gated in any way. no karma spells, endgame meditation abilities, endgame priest spells, no nothing. 2. Make them far more common and many will always be active on a server. Each of these will have significantly less mobs. Again, the goal here is to reduce the time we have to spend to participate. 3. Let a player(s) summon a rift wherever player wants. There needs to be some limits here to stop too many from being summoned. Say once a IRL week a player gets a rift summon. That play can go out and do a solo run or could team up with a group who also use thier summons to bring forth a harder rifst.
  8. How would I handle missed 30 second windows? For me, hitting every window is unreasonable. I'm going to miss some. What should I do about them? I made horseshoes from 2022-09-10T20:40:30 until 2022-09-11T03:05:30 Snip from event logs on OneDrive. This time duration comes out to 770 of 30 second intervals. Average time between start message to start message is about 28 seconds. In this case I made 3 horseshoes of rarity. But there where 99 missed windows. I used https://github.com/Jase2z/WO-MOI to get a string of characters where each character represents a 30 second interval. The characters: "X", "R", "W" mean plain, of rarity, and wild or missed window. XXXXXXXXXXXXXXXXXXXXXXWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWXXXXXXXXXXXXXXXXXXXXXXXWWWWXXXXXXXXXXXXXXXXXXXXXXXWWWWWWWWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXRXXXXXXXWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWXXXXXXXXXXXXXXXXXXXWXXXRXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWWWWWWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWWWXXXXXXXXXXWWWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWWWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWWWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWXXXXXXXXXXXXXXRXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  9. No one has to time actions. The logs provide that information. Yes, one has to click buttons in a timed matter in order to hit all windows. I've only asked folks to help with the foundational math logic. I'm not going to ask others to provide anything else. It will be, "Here is a tool. Use it if you want. I don't keep any of the data." There are potential flaws here like r-click actions that consume moi windows (if that is even a thing because in this thread it was challenged). But it's better than doing nothing and complaining when things don't seem right.
  10. It's very likely that all (except the devs) will never know. Wurm won't tell us, and it doesn't look like WU will get an update. I'm slowing progressing on python tool to extract data from logs, Jase2z/WO-MOI (github.com). To use it players will supply event log and it spits out information based on probability models and other things discussed in this thread.
  11. From what I understood, actions like mining and digging where working like normal on NFI launch. It was creation of things like tool or weapon heads that seemed to be heavily nerfed. Based on WU code, wurm doesn't know what action you're doing when it does the window roll. The window roll is associated with the character. It seems to me it would be a lot of work to rewrite the mechanics of the window roll so it acts differently depending on the action. Even the improvement 1:5 chance thing doesn't alter existent chance rolls. It does an additional roll. This is why we see the rainbow for imping every time yet often fail, the action is rare but it has to pass another roll. Considering all this it's seems to me the most likely change was to apply additional rolls to creation of improvable items or items where the game detects creation item spamming.
  12. nextgaussian is used in the skill check rolls. This roll often determines created item's quality, like with mining. When it comes to this roll keep in mind Wurm does bad math. It redoes rolls for those that fall outside -100 to 100. And it does it more than once too. I don't want to look it all up in WU. But it's basically why 99% creation acts weird. I believe way back when Rolf decided that a 100% chance should never happen. Thus, bad math was added to make sure that there is always a chance of failure. By bad math I don't mean bad game design (which imo it is). It's mathematically wrong and broken. In randomness if you roll the dice again because you don't like the outcome it will make it less random.
  13. I'm not sure how else to explain it. How about this, there can't be more then 20 to 30 seconds between when you push buttons or click stuff with the mouse. the 20 to 30 second is for rarity window length and whether you've sacrificed enough stuff to extend by 10 seconds to 30.
  14. You need to start actions within a window to get a rarity roll. The problem here is Wurm considerers the queue up time as the start, not the actual time the action starts. This means if your action-queue total time exceeds 30 seconds you could miss windows. By example, you queue up 8 mine actions by mashing your mine button, 7 sec * 8 action is 56 seconds. That time is greater than 30 seconds so you may have missed a window. You got two options here: 1. Stagger your mining actions where you queue up a new action every time an action finishes. The pattern is: mine twice to start, and then mine once after each mine action finishes. This is a bit tedious as you'll need to click every 2 to 7 seconds. 2. Queue up enough actions so the total time of the queue does not exceed 30 seconds. At 7 sec that is 3 or 4 actions. *edit* This thread talks about the queueing business: https://forum.wurmonline.com/index.php?/topic/191325-the-v-files-the-rolls-are-out-there/ I do find it a little strange that players didn't discover the queueing problem before treasure chests. But it is possible that no one cared about items of rarity from digging and mining. Thus, they didn't care or pay attention when rarity rates where low. The thing folks did in the past was spam a single creation action every 20 or 30 seconds and that wouldn't be affected by the queueing problem.
  15. Would a test using Wurm's in-game chat command "/random" work? I like it because I can spam it fast. It would let me directly test nextInt. All of Wurm's random rolls are derived from the same Random-class object. Does this mean if nextInt is good then nextFloat and nextBoolean should be good too? From Communicator.handleMessageRandomNumber() this.player.getName() + " rolls " + (Server.rand.nextInt(rand) + 1) + "/" + rand + "." Rarity rolls are as follows for rare, supreme, and fantastic: Server.rand.nextBoolean(), Server.rand.nextInt(100), Server.rand.nextFloat() Window creation roll: Server.rand.nextInt(3600) Server.rand is the same Random-class object passed around everywhere.
  16. The cartography feature sounds neat. But at the same time, it scares me. We are used to the yearly map dumps give to all for free. And they are prefect. Yes, there has been no word about these maps replacing map dumps. But it shouldn't be hard to predict that long term people (players and developers) will arguing to stop the dumps since we can now make maps. Here are some features I'd like... 1. Export map data so players can do stuff with it instead of taking screen shots and trying match things up. 2. A heat-zone like map that shows what areas have or haven't been well mapped based on passage of time. The heat zone could be used to compensate players who map "wild" areas. After creating they would mail the maps to the master NPC map maker. The maps are used to make the global map. Pay players with kings-coffers for maps with pay based on the heat zone and possibly other factors. The heat zone map MUST be available for all to see!
  17. There is a 50% chance to make an item rare. An action isn't marked as rare and doesn't generate a MOI if this roll fails all rarity rolls. You simple don't see any indication of this failure in-game. This is part of the problem that I can't measure. Once a second there is 1/3600 chance roll which averages out to once an hour a MOI window is created. If an action is started in this window a rarity roll is done. For this roll, rare is a 50% chance. And there are lower chances for the other two rarities (which I'm not even going to try and measure). If all rolls fail the action isn't marked as rare and doesn't generate a MOI. If any succeed the action is rare, it will generate a MOI and at least for simple creation it will make a item of rarity.
  18. Ideally that would be good. I just don't know how to measure the rare window rate (1/3600 chance). The only data point we can measure is when we get a MOI notification. And using WU code as a basis for this (regardless of its valid because we have to start somewhere) we only see when a roll of at least rare state succeeds. To put it by example: Game succeeds the rare window rate roll to make a window. Player starts action inside that MOI window. Game rolls the rarity dice for that action to see how rare it is. During the rolls they all fail, even that last Boolean based roll for rare. This means the action is not rare. No MOI notification will be generated in this case. Thus, we can't measure the success of 1/3600 and we can't completely measure the failure of the rarity roll. Seems all I can do is verity how many windows are hit and missed. I want to do this with Python code and game log files in an automated way. After that I count the occurrence of MOI's and see if it makes sense based on various claims about rarity system.
  19. All you can do is make sure you don't miss any MOI windows. Often players who are spamming creation don't need the extra items they make. They only start one creation per the 20 to 30 sec MOI window. If you need the things you're gathering or crafting then you have two options. Either stagger creation or make sure your total queued creation time still lets you start actions in the 20 to 30 sec MOI window. With stagger you will que up two actions to start and then afterwards you start a new one after one finishes. Eventually you'll need to stop so stamina can regen and then start over again. Stagger mostly works with gathering resources.
  20. You need to click on the create button or navigate the create menus. People seem to think the menus are bad for rarity creation and frankly it's much more RSI on your hands. You may be able to bind the mouse click button to a keyboard key press with third party software, but you still need to physically move the mouse cursor to the create button. Since you'll need to move the cursor there is no point to do the bind. Its mouse navigate to create button and clickety-click!
  21. Yeah, know I need to collect around 25k kg of iron lump and start spamming horseshoes I'll update with data, and I'll try to make a Jupyter notebook too.
  22. This is misleading. I can agree that it's your experience but It's better to focus on the chances we were given. They are on the wiki Treasure hunt - Wurmpediahttps://www.wurmpedia.com/index.php/Treasure_hunt For every MOI that applies there is a 1/5 chance for novice, 1/10 for challenge, 1/25 for difficult.
  23. A rare pumpkin from forage is an example of the hourly window MOI system. I think there are different systems is all. MOI systems: hourly window MOI system...once an hour on average there is a dice roll to see if you get a rare. At the least it is 50% for a rare and the other rarities have smaller chances. These can drop caskets assuming the action done is one that drops caskets. I don't know all the actions offhand. coin drop system. forage and botany are 1/100 chance when you find an item to get a coin. The chances are smaller when you have multiple gatherings. Those reduces chances are something like 1/300, 1/200, 1/100 if you were getting three items per a grass tile. Burry corpses, killing things, praying, and selling to the token all can drop coins. I don't know the chances for those. No caskets drop from these. constructing items with rare parts. If an item has at least 3 parts that are destroyed/added to the construction, it will do a MOI roll. The chance here is 1 in number of parts. Caskets don't' drop from this. Although none of the actions that used complex crafting are ones that drop caskets anyway. improving with a rare material where you completely consume all of the rare material in the improve action. This is 1% chance to transfer rarity from consumed improve material to the target. No casket is dropped here. No MOI notification is made either.
  24. 1/3600 chance per a second is on average once an hour. But what is enabled once an hour is at the least a 50% dice roll. The vast majority of WU code is still valid. Very little has changed since it was stop being updated. Further, Wurm has always resisted to doing massive code rewrites. I can use it as a based to come up with a test. It also just happens to match what people like Oblivion have said. Although, it's possible OR wrote what was in that guide based on WU code.
  25. The coin system doesn't drop caskets. Premium players have increased odds to get supreme and fanatics. They would be more likely to get the guaranteed casket levels from those rarities. I don't know if free to play or lapsed premium toons are nerfed in other ways.