Dear visitor, welcome to IC² Forum. If this is your first visit here, please read the Help. It explains in detail how this page works. To use all features of this page, you should consider registering. Please use the registration form, to register here or read more information about the registration process. If you are already registered, please login here.
This post has been edited 3 times, last edit by "Speiger" (Aug 14th 2015, 8:16pm)
Quoted
Java script, which happens to be the language in which minecraft is coded
Also, can you render the items dropped by the crop instead of showing crop bags?
Meeeh.. Random is the best way to go, there was once such nei plug-in and it was counter productive. I'll try it out, but I doubt it is that much useful.
IC² Creative Content Inventor, GT Public Relations Manager and your lovely forum moderator
Location: Nowhere to be found, unless I know you
He is probably talking about immibis's. It was a simpler addon that showed you pages of text (via NEI) like this:And could you throw me a link to the other Nei Plugin i want to see the difference and see what it did?
He is probably talking about immibis's. It was a simpler addon that showed you pages of text (via NEI) like this:And could you throw me a link to the other Nei Plugin i want to see the difference and see what it did?
"Stickreed + Stickreed = 9.8% Ferru" [Not actual value]
He is probably talking about immibis's. It was a simpler addon that showed you pages of text (via NEI) like this:And could you throw me a link to the other Nei Plugin i want to see the difference and see what it did?
"Stickreed + Stickreed = 9.8% Ferru" [Not actual value]
ok... He can not calculate a percent chance for CropBreeding that is impossible, unless he can see the Future... xD
If you mean that Ferru has a 0% chance of appearing when breeding Stickreed x Stickreed, you could be right, but if you mean that the chance can't be calculated, I have to disagree:
Then you are wrong... Because the Percentage chance changes every time he tries to breed!
Why? Simply he collect all possible points together (which would make the 100%) and then pick a random number between 0 and that max number.
Then he loops through the Possible Crops (based on how they got registered in IC2) and pick the first one that has a higher points then the random generated number.
(if it is lower it decreases the random number by the points the crop had).
How can you calculate that? Because every time he tries it you gain another result...
the weights of the results are always the same, right?
It only picks the random number once
The random number generator has a flat distribution (unless you use nextGaussian or something), so you can determine probabilities.
The random number generator has a flat distribution (unless you use nextGaussian or something), so you can determine probabilities.
I do not think so. At least i can not imagine how you can calculate a which crop generates which number... because it is always changing... Else you would gain not a random one...
public int nextInt(int bound)
Returns a pseudorandom, uniformly distributed int value between 0 (inclusive) and the specified value (exclusive), drawn from this random number generator's sequence. The general contract of nextInt is that one int value in the specified range is pseudorandomly generated and returned. All bound possible int values are produced with (approximately) equal probability.
Partly True. It picks the Number once for every breeding try. Also it get Modified for every crop that is to low on points.
As a simplified example, if you have only 3 possible results for a certain crossbreeding combination: crop A with 20 points (by your system), crop B with 10 points, and crop C with 5 points, you can know that there's a 57% chance of getting crop A, a 29% chance of getting crop B, and 14% chance of getting crop C.
That's different from calling the random function again. Each possible result from the initial call to the random number generator can be mapped to a specific crop.
This post has been edited 1 times, last edit by "Speiger" (Jul 6th 2015, 8:17pm)
Well i used a random generator (random.org) to gain a random number and got 544 out: Now we are at a point where you can not calculate something.
So we have the 544 base and run through the crop list.
is 544 smaller then 35 points of the hops? Nope
So now we remove the 35 points from the 544.
New value is 509
now we check on pumpkin.
Is 509 then the 500 points of pumpkin? no.
Now we remove the 500 points of the pumpkin.
let are 9 points.
Next is cocoa.
Is 9 points smaller then the 10 points of the Cocoa? yes
so we pick this crop.
Cocoa is the result.
Do you think it is still calculateable?
Each possible result from the initial call to the random number generator can be mapped to a specific crop.
Jup thats true but that makes it so impossible to make a percent chance out of it...
Edit: After Exp 678 it is no longer possible to breed crops corretly together (Plugin works after that version no longer correctly waiting for IC2 to fix it, i gave that to the IC2 Team...)
Emphatically Yes!
Going by your description above, when the random number generator gives 0-34, the result will be Hops.
For 35-534, the result will be Pumpkin.
For 535-544, the result will be Cocoa.
For 545-1044, the result will be Wheat.
For 1045-1064, the result will be Reed.
And since each possible int from the random number generate has equal probability (or at least close enough for most purposes, and assuming you don't have prior knowledge of the exact state of the random number generator), you can divide the weights by the total weight to get a percent chance.
The crop breeding itself works as of about build 688, though for all I know the changes in build 679 might have broken Immibis's plugin.
Yeah i do not have the knowlege about that. But can you calculate that really fast? I mean it takes for a 4x crop breeding (4 crops in a breed) about 16-32 seconds to calculate all possebilies(with a Extra Thread) and that is still very much time... And i do not want to increase it moew because the loading of it starts almost when MC has finished loading..
I meant not corretly. To explain: The Current Crop Breeding Skips about 75% (+-20%) of the Crops while Breeding. The First Crops (Wheat, pumpkin, melon, the colorflowers, reed and Sticky Reed) are not even breedable because of that bug... My Nei Plugin says something differend here because i hardcoded the Exp Breeding Code into it... and that part that is causing that is after the Point Calculation...
Sorry, this might be where the confusion came from: I was talking about simple 2-crop crossing, which I presume is all that Immibis's mod covered. I'll grant you that 4-way crop breeding is too complicated for calculating percentages to be practical (especially since iirc, there are even probabilities involved in determining which parent crops to include in the weight calculations, while with 2-way breeding it's either both included or wait for another attempt).
I have personal experience that contradicts that: I've successfully bred stickreed (both as a result and as parent crops) and several of the others you listed (though mostly as results) in more recent builds. I'll admit I've been using GT5u, but I don't think it changes the underlying functionality of crop breeding.
Getting wheat from cross breading 2 wheat plants is almost impossible with IC2 right now. The lower tier crop values are all concentrated so getting the one you want (or even expect) is very hard.