User talk:Cultist O
Proposed Non-Renewable Resources Page[edit source]
The intention of this section is to discuss the proposed page as though it were already implemented, as in how it could be improved. To discuss whether or not it should become a legitimate page, you should probably discuss it here. Cultist O 06:42, 14 August 2012 (UTC)
Tables?[edit source]
This page should perhaps be formatted in the same way as renewable resources, but:
I do not know how to get the image links to work- With a few exceptions with data for a "Products not Otherwise Renewable" there is only one column worth of data
Cultist O 07:24, 14 August 2012 (UTC)
- The same images can be used with a slight modification to the code:
{{:Renewable resource/image|Arrow}}
produces. -- Orthotope 08:14, 14 August 2012 (UTC)
- Awesome thanks! That works
perfectly, unfortunately it looks really dumb outside a table,and I'm still not convinced that a table is the best format here.I'm also having some difficulty finding the right name for some of the items, is there some list that I could look at? I've thrown up a bit of table so we can see what it looks like, I'll probably fill in more later. Cultist O 08:27, 14 August 2012 (UTC)
- Awesome thanks! That works
- Ok, so I'm happy with it being a table, but I can't find the syntax for monster eggs or snow. Furthermore I don't know if I like having gold/iron ore and cracked/mossy stone brick in the same cells, as there are so few things I can do that with. Also I can't put lapis, redstone, diamond and emerald ore together due to lapis and diamond ores having NR products. (I would keep these 4 separate from the other 2 anyway because of the silk touch requirement.) Cultist O 09:47, 16 August 2012 (UTC)
Proposed Enchantments by Attainability Table[edit source]
The intention of this section is to discuss the proposed table as though it were already implemented, as in how it could be improved. To discuss whether or not it should become a legitimate page, you should probably discuss it here. Cultist O 14:34, 14 August 2012 (UTC)
Enchanting algorithm[edit source]
I think your recent enchantment level calculations may be incorrect. Note that the first step divides the item's base enchantability by two, then generates a random number up to that. For a gold sword (base enchantability 22), rand_enchantability
will be at most 11, and the highest modified level is 18, which matches the list at Drops.
Hmm, looks like the text description doesn't reflect this; that could have been the problem. Will fix. -- Orthotope 17:58, 17 September 2012 (UTC)
- Yes, I took my math directly from the text description, so if it was false, as was my math and its results. I will recalculate based on this new information. This also makes sense as my last go through I realized that enchantability was a disproportionately huge factor compared to level. Recalculated, wouldn't the highest be 2? (11+1+5)1.15=20 which still fits. Cultist O 20:51, 17 September 2012 (UTC)
- The calculations are made using integer arithmetic, which always rounds down at every step. To be really correct, the maximum modified enchantment level is
( (enchantability / 4 (rounded down)) * 2 + 1 + enchantment_level ) * 1.15 (rounded down)
. If you can find an elegant way to phrase that which makes sense to non-programmers, please add it to the article. -- Orthotope 02:00, 18 September 2012 (UTC)
- The calculations are made using integer arithmetic, which always rounds down at every step. To be really correct, the maximum modified enchantment level is