joe7575 / techpack

TechPack, a Mining, Crafting, & Farming Modpack for Minetest
GNU Affero General Public License v3.0
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Gravel sieve still won't have drop rates close to world gen even at 3x drop settings #126

Open Alatarius opened 7 months ago

Alatarius commented 7 months ago

I tried the settings you recommended to increase the drop rate from the gravel sieve but it still doesn't even come close. After 2000 gravel sieved I still only ended up with a total of 6 gold lumps and 1 iron lump. Mining manually produces almost 25x that rate with all ores.

The current setting I have is 0.3 to get 3x the drop rate you suggested but it still doesn't work. I only get about 1/50th of the ore lumps compared to actual mining. This is kind of making it useless to have an ore gen or even use the gravel sieve at all.

Alatarius commented 7 months ago

Had the game crash today (not because of this mod) and in the debug.txt file it was listed that the ore probability on setting 0.3 is 2024-03-19 12:13:29: ACTION[Server]: [gravelsieve] Overall probability 0.065437, which is about 70% lower than the rarity settings for all the different ore mods, (technic, more_ores, more_blocks).

How can this be fixed to at least be closer to equal to the rarity of the other mods?

joe7575 commented 7 months ago

Another idea: Open this file https://github.com/joe7575/techpack/blob/master/gravelsieve/init.lua#L57

and change the line:

local PROBABILITY_FACTOR = tonumber(minetest.settings:get("gravelsieve_probability_factor")) or 3

to:

local PROBABILITY_FACTOR = tonumber(minetest.settings:get("gravelsieve_probability_factor")) or 20

You can use each number. As larger the number as higher the drop rate.

Alatarius commented 7 months ago

I will certainly give it a try, thank you.

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On Apr 6, 2024, 07:31, at 07:31, Joachim Stolberg @.***> wrote:

Another idea: Open this file https://github.com/joe7575/techpack/blob/master/gravelsieve/init.lua#L57

and change the line:

local PROBABILITY_FACTOR =
tonumber(minetest.settings:get("gravelsieve_probability_factor")) or 3

to:

local PROBABILITY_FACTOR =
tonumber(minetest.settings:get("gravelsieve_probability_factor")) or 20

You can use each number. As larger the number as higher the drop rate.

-- Reply to this email directly or view it on GitHub: https://github.com/joe7575/techpack/issues/126#issuecomment-2041105111 You are receiving this because you authored the thread.

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fluxionary commented 7 months ago

when i wrote the code to compute the current gravel sieve ore rates, i only handled a couple simple kinds of ore spawning, because that was all that minetest_game and more_ores used. it'd be useful to see a list of what mods you're using to try to figure out why the sieve isn't working well? caveat: i haven't looked at this mod in years.

Alatarius commented 7 months ago

Here is the full list of my active mods.

3d_apple, 3d_armor, airtanks, airutils, ambience, amethyst_new, animalworld, anvil, area_containers, artdeco, auroras, awards, bakedclay, banner, basic_materials, beds, biofuel, biomeinfo, biome_lib, bonemeal, breadcrumbs, bricks_plus, bucket, bucket_wooden, builtin_item, bweapons_modpack, carpets, castle_farming, castle_gates, castle_lighting, castle_masonry, castle_shields, castle_storage, castle_tapestries, castle_weapons, connected_chests, controls, cottages, cracked_castle, craftguide, darkage, decorations_sea, deepslate, digtron, display_modpack, doc, doc_basics, doc_encyclopedia, doc_identifier, doc_items, doors, drinks, elevators, ethereal, etherium_stuff, everness, extended_placement, facade, factory, factory_bridges, farming, fireworkz, flowerbeds, flowerpot, furniture, gadgets_modpack, geodes_lib, glass_stained, handle_schematics, hangglider, hopper, hudbars, illumination, itemframes, item_drop, leads, leather_armor, livingcaves, livingcavesmobs, livingdesert, livingfloatlands, livingjungle, livingnether, logspikes, loot, lootchest_modpack, lwcomponents, lwscratch, magic_materials, mana, marinara, marinaramobs, mesebox, mesecons, mesecons_window, mesecons_x, micupack, minecart, minimap_radar, mobkit, mobs, mobs_animal, mobs_ethereal_bosses, mobs_monster, mobs_skeletons, mobs_sky, mobs_water, modlist.txt, modname_tooltip, modutil, moon_phases, moreblocks, moredecorations, morelights, moremesecons, moreores, moretorches, moretrees, music_modpack, nativevillages, naturalbiomes, nether, new_campfire, obsidianstuff, paintings_gallery, paintings_lib, people, pipeworks, pipunhole, plaster, playereffects, player_monoids, powerbanks, redef, regrowing_fruits, rnd, ropes, scaffolding, servercleaner, shallow_ores, shipwrecks, signs_lib, simple_furniture, skinsdb, slats, stackslabs, stainedglass, stripped_tree, swamp, technic_plus, technic_recipes, techpack, tga_encoder, toolranks, torch_bomb, tpad, ts_furniture, tt, tubelib2, unifieddyes, unified_inventory, unified_stamina, variety, vein_miner, visible_sneak, void_chest, wilhelminessounds, wine, woodcutting, xcompat, xdecor, xmaps, x_bows, x_enchanting, x_farming

joe7575 commented 7 months ago

The normal way to change the rarity is this: Bildschirmfoto_2024-04-10_18-03-26