Closed aritchie05 closed 2 years ago
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Is the modifier supposed to affect the work input? I noticed the price goes slightly down with the modifier set to 0.5 now, and it seems to be calorie-cost-related.
Is the modifier supposed to affect the work input? I noticed the price goes slightly down with the modifier set to 0.5 now, and it seems to be calorie-cost-related.
I am not exactly following. A quick test seems to show craft resource modifier having no effect on calorie cost (which is correct).
100x modifier:
0.1x modifier:
Default modifier (1):
Modifier = 0.5:
It's easier to see if price per 1000 calories is a high value.
Hmm that is strange. It only seems to apply when the ingredient cost is non-zero. If you set all the ingredient costs to zero, and just leave the calorie cost, changing the craft resource modifier has no effect. Need to investigate more.
@rannmann are you testing on currently deployed environment or with the Preview for this PR?
@rannmann are you testing on currently deployed environment or with the Preview for this PR?
I was using the preview for this PR.
@rannmann are you testing on currently deployed environment or with the Preview for this PR?
I was using the preview for this PR.
I looked at this quite a bit until I came to a realization. Changing the craft resource modifier SHOULD actually increase the price of an AU3 somewhat, given that the ingredients (iron bar, nail) are in the outputs section. This is because those outputs have a nonzero price (e.g. 0.01). When craft resource modifier is increased, the number of that ingredient (e.g. Iron Bar) required for the AU3 recipe goes up. So the price should go up slightly.
This only applies to outputs that have ingredients that are also in the outputs section.
Ah right, that makes sense.
…ourceCostMultiplier
Resolves #38