User talk:Hordes

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Harakoni (talkcontribs)

Don't know if you're still editing the page and don't want to make an edit conflict and lose you progress if you are, but the apocriton actually has superior armor to the war queen with better blunt. Its actually second only to the tunneler (which has slightly better sharp)

Body size's effect on accuracy also caps at 2x so with body size of 1 it is, at most (because accuracy over 100% don't help), 50% as likely to be hit with a ranged attack.

Edit: might also be an idea to change "personal shield" to a link the the heavy shield unit, even if that page is currently unfinished.

Hordes (talkcontribs)

I'm done editing for now so feel free to add it in

Harakoni (talkcontribs)

Sweet will do.

Harakoni (talkcontribs)

We keep having to talk to one another, and you're not on the discord, so renamed the topic.

More on topic. Re: this edit - do you happen to know exactly when the boundary is to make them vatgrown/not get the focus type? Gotta be added to a few pages (Psyfocus, Scenario, Growth vats at least)

Hordes (talkcontribs)

Nope, but I can 100% confirm that it exists (You defintely get the "Vat Grown" child background instead).

If you go natural 3 - 13 then it doesn't happen, that's about all i know

Harakoni (talkcontribs)

Ah damn. Thanks anyway. I'll tag it for addition later

Harakoni (talkcontribs)

Have a quick look at recent edit fermenting barrel - is proportionality something you tested or you extrapolating from what was already on the page during your rewrite? Because it conflicts with beer and if you tested it (that its 1) a delay not a reset, 2) proportional the wort added and 3) proportional to the amount of wort already in the barrel, not proportional to an entire barrel) then we can fix the pages rn.

Harakoni (talkcontribs)

Oh lol, you're already on it. Tyty

Hordes (talkcontribs)

I tested it, but in case you didn't see:

[Fermentation] was entirely a guess when I wrote it, but it turned out to be right after testing.

(5 wort, 1.1% progress) -> (10 wort, 0.55% progress) (10 wort, 0.14% progress) -> (20 wort, 0.07% progress)

So it is proportional to the wort in the barrel and not the barrel's max capacity, if I assume correctly

Harakoni (talkcontribs)

Perfect. Ty for testing it. I just knew that beer said something different, so its good to get them consistent.

Hordes (talkcontribs)

I got a rough framework for Mechanitor + Mech creation merge at [[1]]

Of course it isn't pretty, but it has all the data (i think). Feel free to modify / use it, I don't plan on working on this anymore

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Harakoni (talkcontribs)

Just dropping by to say thanks for the ridiculous amount of work you've put in lately. The wiki doesn't have a ton of dedicated editors but legends like you putting in the effort, with an eye towards readability, structure, and everything else are a huge part of why it still works. You consistently make top tier edits, and it sounds patronizing af to say it but it is noticed and appreciated.

Harakoni (talkcontribs)

Given this topic is still open, just appending that the screenshots you've been adding lately are great. Uncluttered, compact and clear. S tier additions.

Reply to "Thanks"
Crow (talkcontribs)

Hi and thank you for your work on Money making guide. While I knew most corollaries from my own calculations, I still did learn few facts. Having said that, with 'assistance required', perhaps some things to consider especially in apparel section:

  • It is possibly worth noting, that with market value being equal to material cost + (work amount * constant), there is no 'bad' or 'good' apparel (or in fact any item in game that doesn't have special modifiers to price) to craft. You are always moving on a linear function of work invested per material spent. While the tribalwear and corset are at extremes, anything in between is also optimal and if you were an AI you would always modify what you currently craft in order to move all your textiles / ensure your crafters are busy. I have seen a lot of players be very confused by this, so this is a tangent that might be worth discussing.
  • While in opening you discuss that different factions buy different items, it is worth noting that Empire faction bases will not buy tribalwear. If memory serves me well, the top hat is the item with most profit / hour of work, that is bought by any faction. It might be worthwhile to add it to the comparison.
  • Between production specialists and full time crafters, an analysis of income for higher quality level of crafted gear would also be interesting. Note expected quality multiplier per skill level was already calculated and is provided on Quality#How_quality_is_determined. This would be an interesting analysis, especially since quality levels is what allows crafter gear to outperform corn production.

Again thank you for your guides. The ideology one was particularly interesting to me.

Looking forward to reading more from you.

Harakoni (talkcontribs)

I was about to make an edit regarding this to the page (in retrospect maybe this would have been better posted on the page's talk page? Nbd tho), but given its a point of discussion I'll open it up to the floor rather than make unilateral changes.

Re "there is no 'bad' or 'good' apparel" that is kinda true it also makes some key assumptions. Instead I'd put the axiom as: There is a spectrum between the extremes of max value/work and max value/material. The optimal for a given colony is as close as you can get to the max value/material without leaving material unused, and only if you intend to sell the material instead of holding it in reserve for your crafters to catch up on. If you're willing to put material in reserve, the corsets (dusters in core) remain the optimum.

Explanation which I think you both already know but jic: Work per material varies significantly and it makes significant differences as to what is the optimum object to craft. If you are limited by material, then a corset makes you more money for that stock of material. The value of the work itself doesn't change, but you can't put work into nothing so stretching out the amount of material you "spend" to get that work is optimal. Meanwhile if you're work limited then quality factors matter. You can could still make corsets and sell the extra material but while you are still are getting the same value out of the work either way, all that material you're selling without making it into something isn't getting the value multiplier from quality. So again, there is an optimal selection

Presenting it as a binary choice is flawed as you say, but there are still optimal choices and the spectrum isn't all equally valid or equally likely to be the optimal choice.

Hordes (talkcontribs)

Re: Assistance encouraged, tbh the main reason I put it there is because the original page had it and I didn't want to mess with the template. I would be comfortable with the page as-is, except I don't know what "Material Production" means. You could also include human resources and the other time-limited stuff, too.

Re: Apparel, I don't really care either way. Put whatever edits you want because I'm impartial to the topic. I put "no bad or good apparel" in the sense that "you can't go terribly wrong with apparel production", unlike, say, flake vs psychite tea.

Reply to "Money making guide"
Harakoni (talkcontribs)

Just letting you know if you let me perform Moves I can preserve the version history/talk/etc of the relevant page.

This is mostly relevant where a page needs to be renamed generally and editors will create a new page and Copy-paste the content over losing all the version history, but the split of mechanoids into a generic mechanoid page and a faction page is an example too. Mechanoids previously being a faction page will have a version history/talk etc that reflects the history of the faction, while the new mechanoid page is just about them generally so isn't related to the history. Letting me move that original page to mechanoid hive, and then repurposing the redirect it left behind at mechanoids for a generic page lets the wiki keep that version history about the faction on the relevant page, which makes future edits/revisions/reversions/versioning easier. I've done that swap over now - it lost no content, but did lose a little of the version history. No big deal.

Please don't confuse this with an admonishment, you are always welcome to be bold, but its just another consideration and another tool thats available to you.

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