aloying?

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aloying?

Postby nuty » Wed Dec 27, 2017 12:15 am

have 360 alloying and 126 productivity still getting one bar after smellting? thef.ck?
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Re: aloying?

Postby ZoddAlmighty » Wed Dec 27, 2017 12:23 am

nuty wrote:have 360 alloying and 126 productivity still getting one bar after smellting? thef.ck?

Alloying had a heavy nerf.
Just deal with it, what can i say.
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Re: aloying?

Postby Nsuidara » Wed Dec 27, 2017 1:54 am

have 288 alloying and 156 productivity result
1st 1 bar
2nd 2 bars
3rd 1 bars
4th 2 bars
...
repeat

without set = more got 1 bar then 2 bars..
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Re: aloying?

Postby Propulsion » Wed Dec 27, 2017 2:09 am

I really wish we could make worth changing clothes.
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Re: aloying?

Postby JohnCarver » Wed Dec 27, 2017 7:51 am

This whole system still makes me sad and it is still on my list to revisit it.
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Re: aloying?

Postby Chrumps » Wed Dec 27, 2017 9:30 am

I believe the system where unused fraction of result is carried over to the next batch, even if randomly or conditionally, will always be vulnerable to change of material between batches.

I can think of two main approaches to solve this:
1. Add negative consequences to carry over when changing metal type:
1a. introduce a whole new world of alloys made when leftovers are mixed with new material Alloys shall have completely different uses than pure metals.
1b. introduce a flush action on smelter and require that smelter is flushed before changing metal
1c. Combine 1a and 1b and make mixed metal a crap good for nails only

2. Remove carry over completely
2a. Introduce metal nuggets (like in H&H) to increase yield resolution and return fractional part of the bar in the form of nuggets
2b. Use fractional part of the bar as a probability to receive the extra bar
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Re: aloying?

Postby Taipion » Wed Dec 27, 2017 10:34 am

Chrumps wrote:I believe the system where unused fraction of result is carried over to the next batch, even if randomly or conditionally, will always be vulnerable to change of material between batches.

I can think of two main approaches to solve this:
1. Add negative consequences to carry over when changing metal type:
1a. introduce a whole new world of alloys made when leftovers are mixed with new material Alloys shall have completely different uses than pure metals.
1b. introduce a flush action on smelter and require that smelter is flushed before changing metal
1c. Combine 1a and 1b and make mixed metal a crap good for nails only

2. Remove carry over completely
2a. Introduce metal nuggets (like in H&H) to increase yield resolution and return fractional part of the bar in the form of nuggets
2b. Use fractional part of the bar as a probability to receive the extra bar


Somehow I like none of these, I'd really prefer to just have metals separated completely,
so that each smelter would simply have one carry-over per metal type.
But I am quite sure that fixing the whole process is not that easy, or it would have been fixed already.
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Re: aloying?

Postby MaxPlanck » Wed Dec 27, 2017 3:30 pm

JohnCarver wrote:This whole system still makes me sad and it is still on my list to revisit it.


Here is a testrun with a 987 Alloying Set[Alloying+Productivity] that I have.

15 ORE 10 LIME ORE SMELTER RUNS
--------------------------------
[30 Smelters Total]

Run1 : 51 Pig Iron
Run2 : 50 Pig Iron
Run3 : 51 Pig Iron
Run4 : 49 Pig Iron
Run5 : 53 Pig Iron
Run6 : 50 Pig Iron
Run7 : 54 Pig Iron
Run8 : 53 Pig Iron
Run9 : 47 Pig Iron
Run10 : 54 Pig Iron
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Re: aloying?

Postby Nikixos » Wed Dec 27, 2017 6:31 pm

This should be moved to ideas
My response to a possible solution is having
Different carry over and counters per ore type
1 counter for iron
1 for cooper
1 for silver

If you are smelting iron and bring a piece of silver all carry overs reset and now you either have to smelt pure silver ore or pure iron ores.
That way you have to "specialize" your smelters.
And have for example 1 smelter for silver only
And few for cooper
Works as it's supposed to work but you can bring old alloying bonus back

Also you could improve the smelter UI to show the carry over information, its very obscure...

Either way, i think iron bars should Not be so rare at all, they are tier 1 bars, and you still have to do a lot of mining, coal clamps and lime mining to get a smelter going

It is a lot of Grinding with little return!!
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Re: aloying?

Postby Nsuidara » Wed Dec 27, 2017 6:33 pm

MaxPlanck wrote:
JohnCarver wrote:This whole system still makes me sad and it is still on my list to revisit it.


Here is a testrun with a 987 Alloying Set[Alloying+Productivity] that I have.

15 ORE 10 LIME ORE SMELTER RUNS
--------------------------------
[30 Smelters Total]

Run1 : 51 Pig Iron
Run2 : 50 Pig Iron
Run3 : 51 Pig Iron
Run4 : 49 Pig Iron
Run5 : 53 Pig Iron
Run6 : 50 Pig Iron
Run7 : 54 Pig Iron
Run8 : 53 Pig Iron
Run9 : 47 Pig Iron
Run10 : 54 Pig Iron

Total 465 Pig Iron
spend 4500 ore and 3000 lime
with a 987 Alloying Set[Alloying+Productivity]
not good result
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