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Doc Saturn

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Posts posted by Doc Saturn

  1. I think you need at least 5 or 6 plots of each crop in order to be sure of enough harvest to replace lost seeds, and that is with 1 level of LOTL. I seem to be doing fine that way in a test game but the farm really wasn't producing much at all until day 20 or so. Essentially if you aim to do farming it has to be as a long term goal, but meat and dukes are often easier to get so you might just want to eat meat or buy food from vendos and traders. With higher levels of LOTL farming becomes insanely productive. Maybe this was to cater to the multi-player groups who have a dedicated food producer. 

  2. I've done a bit of modelling of the existing system. It is perfectly possible to run a farm with one point of LOTL, but not with 0. 

    The problem with only 1 point is that you are liable to lose your farm if you don't have enough plants in the ground. It makes 

    it slow to start up. You really need to have 3 plants to start with and only use a small proportion of your crop to get a farm that is 

    sustainable. If you have more LOTL then farming becomes easy and as you can see from the model, stupidly plentiful. 

    If you have no LOTL, good luck to you in trying to farm. 

     

    Code: 

    https://gist.github.com/stuart/574a3e552b1e7a941c7885ff74db91bf

     

    Heres my data: 

     

    Simple 7 days farming sim.

    Running each simulation 100 times for 30 harvests.

    ====================================

    ------------------------------------

    Start with 1 seeds. Harvest rate 2. Usage rate 10.0%

    {:average_produce=>0, :average_lifespan=>2, :fraction_viable=>0.01, :average_max_plots=>1}

    Start with 1 seeds. Harvest rate 2. Usage rate 50.0%

    {:average_produce=>0, :average_lifespan=>3, :fraction_viable=>0.0, :average_max_plots=>1}

    Start with 1 seeds. Harvest rate 2. Usage rate 90.0%

    {:average_produce=>1, :average_lifespan=>2, :fraction_viable=>0.0, :average_max_plots=>1}

    ------------------------------------

    Start with 1 seeds. Harvest rate 4. Usage rate 10.0%

    {:average_produce=>463, :average_lifespan=>15, :fraction_viable=>0.49, :average_max_plots=>214}

    Start with 1 seeds. Harvest rate 4. Usage rate 50.0%

    {:average_produce=>16, :average_lifespan=>10, :fraction_viable=>0.16, :average_max_plots=>1}

    Start with 1 seeds. Harvest rate 4. Usage rate 90.0%

    {:average_produce=>12, :average_lifespan=>6, :fraction_viable=>0.02, :average_max_plots=>1}

    ------------------------------------

    Start with 1 seeds. Harvest rate 6. Usage rate 10.0%

    {:average_produce=>778555, :average_lifespan=>30, :fraction_viable=>1.0, :average_max_plots=>476364}

    Start with 1 seeds. Harvest rate 6. Usage rate 50.0%

    {:average_produce=>503, :average_lifespan=>30, :fraction_viable=>1.0, :average_max_plots=>15}

    Start with 1 seeds. Harvest rate 6. Usage rate 90.0%

    {:average_produce=>104, :average_lifespan=>30, :fraction_viable=>1.0, :average_max_plots=>1}

    ====================================

    ------------------------------------

    Start with 2 seeds. Harvest rate 2. Usage rate 10.0%

    {:average_produce=>0, :average_lifespan=>6, :fraction_viable=>0.01, :average_max_plots=>2}

    Start with 2 seeds. Harvest rate 2. Usage rate 50.0%

    {:average_produce=>4, :average_lifespan=>5, :fraction_viable=>0.0, :average_max_plots=>2}

    Start with 2 seeds. Harvest rate 2. Usage rate 90.0%

    {:average_produce=>3, :average_lifespan=>4, :fraction_viable=>0.0, :average_max_plots=>2}

    ------------------------------------

    Start with 2 seeds. Harvest rate 4. Usage rate 10.0%

    {:average_produce=>1499, :average_lifespan=>29, :fraction_viable=>0.97, :average_max_plots=>678}

    Start with 2 seeds. Harvest rate 4. Usage rate 50.0%

    {:average_produce=>46, :average_lifespan=>21, :fraction_viable=>0.39, :average_max_plots=>2}

    Start with 2 seeds. Harvest rate 4. Usage rate 90.0%

    {:average_produce=>25, :average_lifespan=>10, :fraction_viable=>0.02, :average_max_plots=>2}

    ------------------------------------

    Start with 2 seeds. Harvest rate 6. Usage rate 10.0%

    {:average_produce=>1759243, :average_lifespan=>30, :fraction_viable=>1.0, :average_max_plots=>1076338}

    Start with 2 seeds. Harvest rate 6. Usage rate 50.0%

    {:average_produce=>725, :average_lifespan=>30, :fraction_viable=>1.0, :average_max_plots=>22}

    Start with 2 seeds. Harvest rate 6. Usage rate 90.0%

    {:average_produce=>112, :average_lifespan=>30, :fraction_viable=>1.0, :average_max_plots=>2}

    ====================================

    ------------------------------------

    Start with 3 seeds. Harvest rate 2. Usage rate 10.0%

    {:average_produce=>0, :average_lifespan=>9, :fraction_viable=>0.02, :average_max_plots=>3}

    Start with 3 seeds. Harvest rate 2. Usage rate 50.0%

    {:average_produce=>7, :average_lifespan=>6, :fraction_viable=>0.0, :average_max_plots=>3}

    Start with 3 seeds. Harvest rate 2. Usage rate 90.0%

    {:average_produce=>7, :average_lifespan=>4, :fraction_viable=>0.0, :average_max_plots=>3}

    ------------------------------------

    Start with 3 seeds. Harvest rate 4. Usage rate 10.0%

    {:average_produce=>2002, :average_lifespan=>30, :fraction_viable=>1.0, :average_max_plots=>912}

    Start with 3 seeds. Harvest rate 4. Usage rate 50.0%

    {:average_produce=>55, :average_lifespan=>20, :fraction_viable=>0.37, :average_max_plots=>3}

    Start with 3 seeds. Harvest rate 4. Usage rate 90.0%

    {:average_produce=>32, :average_lifespan=>10, :fraction_viable=>0.03, :average_max_plots=>3}

    ------------------------------------

    Start with 3 seeds. Harvest rate 6. Usage rate 10.0%

    {:average_produce=>2701030, :average_lifespan=>30, :fraction_viable=>1.0, :average_max_plots=>1652495}

    Start with 3 seeds. Harvest rate 6. Usage rate 50.0%

    {:average_produce=>873, :average_lifespan=>30, :fraction_viable=>1.0, :average_max_plots=>26}

    Start with 3 seeds. Harvest rate 6. Usage rate 90.0%

    {:average_produce=>121, :average_lifespan=>30, :fraction_viable=>1.0, :average_max_plots=>3}

  3. In making a prefab for quests, I started wondering exactly how many zeds should spawn, how much loot there should be based on the Tier of the prefab.

    So I wrote a little script and pulled some data for analysis. I'm sharing it here for others. I haven't data on loot quantity as yet but have for numbers of zombies expected in

    various tiers.  There are 2 "Tier 0" POIs that have quest flags set, not sure why. 

     

    As you can see from the data, the number of zombies you have to plough through increases dramatically at Tier 5.  The standard deviations are reasonably small showing that most POIs of a tier have approximately the same quantity of zeds.

     

    Tier 0 -
    	POI count 2
    	Average minimum sleepers: 0.00 +/- 0.00
    	Average maximum sleepers: 2.00 +/- 0.00
    Tier 1 -
    	POI count 122
    	Average minimum sleepers: 6.14 +/- 2.66
    	Average maximum sleepers: 6.61 +/- 2.71
    Tier 2 -
    	POI count 104
    	Average minimum sleepers: 13.64 +/- 2.33
    	Average maximum sleepers: 14.39 +/- 2.22
    Tier 3 -
    	POI count 54
    	Average minimum sleepers: 20.44 +/- 2.00
    	Average maximum sleepers: 21.87 +/- 2.78
    Tier 4 -
    	POI count 30
    	Average minimum sleepers: 34.70 +/- 5.73
    	Average maximum sleepers: 39.03 +/- 6.93
    Tier 5 -
    	POI count 8
    	Average minimum sleepers: 148.25 +/- 30.76
    	Average maximum sleepers: 151.50 +/- 31.67

     

  4. My day 1 started near trader Hugh. I picked up a quest to Shade Tree Auto nearby, which I thought would be nice and easy with a possibility of some bicycle parts. 

    I went in, and cleared most of the joint out, heading up the ladder to take on the last muppet I heard some wandering zeds outside and the burping of what Jawoodle affectionately calls Scomo (such a fitting name for the fat tourist). I back out letting the zeds bash down the back door of the place. 

     

    To my horror I see a fat cop, I mistook the burping sound. I whip out my pipe machinegun with it's measly 8 rounds and pump those all into the cop. Only to be caught changing weapons by the feral stripper he was consorting with. Died very quickly.  

     

    I like it. There is real danger back into the early stage of the game. 

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