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Re: Raising seed/crop purity

PostPosted: Sun Sep 30, 2012 12:24 am
by Chiprel
Seeds/crops/most of the stuff have 4 components:
salt,mercury,sulphur,lead
Seems you had one stack of seeds lets say 40% mercury and other stack of seeds 40% sulphur. When you add those two stacks they will average their 4 components.
%salt+%merc+%sulph+%lead= 100%

Re: Raising seed/crop purity

PostPosted: Sun Sep 30, 2012 12:41 am
by Chiprel
dazedsuper wrote:
Chiprel wrote:Seeds/crops/most of the stuff have 4 components:
salt,mercury,sulphur,lead
Seems you had one stack of seeds lets say 40% mercury and other stack of seeds 40% sulphur. When you add those two stacks they will average their 4 components.
%salt+%merc+%sulph+%lead= 100%


Ty I figured it was something like that ultimately lowered the seeds; but what is the best way to raise seed percentage since those elements can vary so much? Is there any kind of fertilizer to help with purity?


If you can get (for example lets use salt) 20-30% salt pure dross it will make a difference. Be sure to drop dross on few fields cause there still is random range of how much new generation crops will differ from old ones. That way you surely will get some better seeds. Don't use purity 1 fertilizers on those fields.
After next harvest replant seeds with highest salt values(dont look at pure). Only stack seeds with similiar 4 components. Stop using dross when your seeds have more or similiar salt than your dross. If you have some higher purity hay from harvests you can drop it on your crops too :)

Re: Raising seed/crop purity

PostPosted: Sun Sep 30, 2012 1:18 am
by Chiprel
from IRC, edited a bit for easier reading wrote:<loftar> Well, each element simply gets a random number between -5 and 5 added, and the elements are then recanonicalized.
<loftar> Or renormalized might be a better word.
<KarlHurtig> when you say "5", you mean 50 -> 55? where 100 is max? (Just checking that I got the scaling correctly)
<loftar> Yeah
<KarlHurtig> All numbers between -5 and 5 are equally probable?
<loftar> Yes.
<loftar> Ah, actually, alchemy from applied fertilizers are actually mixed slightly into crops' alchemy.


Last tip: you can put unwanted seeds into compost bin to get a bit higher(pure) humus.

Re: Raising seed/crop purity

PostPosted: Sun Sep 30, 2012 3:25 am
by reeper_aut
i have no proof up to now, but i think that the floor you built your fields on does have influence too which element drops or rises!
further testing needed

Re: Raising seed/crop purity

PostPosted: Sun Sep 30, 2012 3:33 am
by Chiprel
That's what we thought when we had purity nodes on terrain. Loftar wrote that it had no effect and that we were mislead by fertilizers effect.
So I'm sure that where you build your fields doesn't matter at all :P

Re: Raising seed/crop purity

PostPosted: Sun Sep 30, 2012 4:14 am
by reeper_aut
not so sure, but as i said, i have to test it with new seeds and without any fertilizers on different floor types.
if the variations are quite alike, my theorie is wrong
if the variations are all going in same direction it might be right

Re: Raising seed/crop purity

PostPosted: Sun Sep 30, 2012 4:19 am
by staxjax
No need to test it, as that is now how it works. You will never be able to find proof that it does work, because the proof doesn't exist.

Re: Raising seed/crop purity

PostPosted: Sun Sep 30, 2012 5:11 am
by MagicManICT
staxjax wrote:No need to test it, as that is now how it works. You will never be able to find proof that it does work, because the proof doesn't exist.


It's actually quite testable. Given all ground is 25/25/25/25, simply testing some fields using no fertilizers, some fields using a variety of fertilizers that are all base purity, and some fields using only dross of any amount of purity (higher the better, though) will show the results quite properly.

Re: Raising seed/crop purity

PostPosted: Sun Sep 30, 2012 5:17 am
by Chiprel
MagicManICT wrote:
staxjax wrote:No need to test it, as that is now how it works. You will never be able to find proof that it does work, because the proof doesn't exist.


It's actually quite testable. Given all ground is 25/25/25/25, simply testing some fields using no fertilizers, some fields using a variety of fertilizers that are all base purity, and some fields using only dross of any amount of purity (higher the better, though) will show the results quite properly.


but we are just talking about dirt/ground/'floor' influencing crops (that something like that doesnt exist)

reeper_aut wrote:i have no proof up to now, but i think that the floor you built your fields on does have influence too which element drops or rises!
further testing needed

Re: Raising seed/crop purity

PostPosted: Sun Sep 30, 2012 5:35 am
by staxjax
MagicManICT wrote:It's actually quite testable. Given all ground is 25/25/25/25, simply testing some fields using no fertilizers, some fields using a variety of fertilizers that are all base purity, and some fields using only dross of any amount of purity (higher the better, though) will show the results quite properly.


I find quoting a bit redundant if I am replying to the last person that said something.