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Pylons and endgame transmuters need to feel like a reward after all that grinding. I've changed the pylons to run for a week on 2 stacks of coal.

I've also made tweaks to the grandmaster transmuter recipes best I could. I only have data on the Ruby one though. I' ve tried to be fair about it, but our town doesn't run the others. My main point is that sapplings are way to hard to get in such large quantities, fish for ruby is out of whack in comparison to the topaz recipe and eggs are way to hard to get 8 stacks of.

The Amethys recipe needs to be changed as I dont see anyone going that route.

Increase pylon runtime to a week
Our town runs this recipe and we have a lot of data. The fish
requirement is out of whack with the pufferfish in the Topaz recipe.
Pufferfish are about half the chance of being caught of salmon. So it
seems fair that salmon amounts are doubled, not quadroupled.

Sapplings require really huge farms to get large amounts. It seems fair
to halve sappling amounts on all recipes.

For the rest this recipe seems fine. Vines cost iron to farm but this
can be mitigated by unbreaking shears.
I don't have as much data on this recipe. But eggs take a long time to
get. Halving it seems fair.

Since I halved the sapplings on all other recipes I did it here as well.
But maybe 16 sapplings is too low? I don't really know how many saplings
dark oak trees drop in comparison.
This recipe is worthless IMO. No one is going to take this path. It
requires 3 types of tree farms acacia, dark oak/oak for apples and
jungle. On top of that it takes ink.

I've reduced the amounts of hard to get items like apples and ink. But I
don't think it's enough to make this viable. Either oak or ink needs to
be changed to an easier to farm ingredient. Ink is already needed for
bastions as well, so I suggest that part be changed.
@CivcraftBot
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Can one of the admins verify this patch? Type 'ok to test' to test.

type: PYLON
production_time: 4h
fuel_consumption_intervall: 6m
fuel_consumption_intervall: 80m

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This allows running pylons for over a week without visiting them, which is definitely too long imo. I can see decreasing the charcoal consumption a bit, but pylon control is supposed to be tied to actual control of an area, so just building a hidden pylon in some remote location, which you only visit once a week shouldn't be possibly by design.

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@FreyaFreed FreyaFreed Sep 24, 2016

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Maybe a week is too much? When I brought it up with ttk he said he `suggested a week, so I made it a week. Honestly it needs to be longer then 12 hours though, maybe something like 2 days?

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I talked to max about this, he thinks 2 days is fine.

darkoaksaplings:
material: SAPLING
amount: 32
amount: 16

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I think when making those recipes it was kinda forgotten how much harder dark oak is to farm compared to other saplings, so this definitely makes sense

eggs:
material: EGG
amount: 8
amount: 4

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With eggs being nothing but an afk resource from a chicken grinder, I would suggest just completly removing them from the recipe for now and possibly adding a replacement.

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I'm not opposed to removing them or replacing them. As long as each of the recipes takes about the same amount of effort to run.

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just cut them out for now.

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I know you guys did your best to make every recipe feel unique. But I honestly feel like vines are a really good ingredient that could be use to replace some of the harder and annoying parts of topaz and amethyst. I don't really know two other unique ingredients that fit the same bill.

Vines grow everywhere, they can be afked, but it takes effort to build an afk farm. It also takes a decent amount of time to grow enough. My best suggestion right now is to replace eggs in topaz and ink sacks in amethyst with vines. Keep the apples in amethyst the same for now, as while its annoying they are at least an easy farm to make. I'll modify the pull request now.

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Seems fine to use vines

apples:
material: APPLE
amount: 32
amount: 16

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Are those really an issue?

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This recipe is a huge mess. I don't think anyone would ever run it over the other two in its current state. Just needs to be changed in general. Apples are fine if you didn't already need 2 different kind of tree farms.

Changed to run for 2 days without supervision.
This should bring all the recipes more in line with eachother. The fish
are based of the %chance to catch them, and each should take about the
same amount of effort. Clownfish 3, salmon 5 and fish 15.
@FreyaFreed
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Does anyone know why in the config it shows up as "clownfish" but in game it shows as pufferfish? Is this config that I am working off of whats currently live? It's supposed to be pufferfish, at least thats what I balanced off of. Pufferfish 3, salmon 5, fish 15 is what I'm proposing.

@Maxopoly
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The "clownfish" is just a structural config identifier without any actual meaning, it might as well say anything else. It being puffer fish is a mistake as far as I know, I remember intending to make it clown fish. Not like it matters much at this point though, let's just roll with whatever is better.

@Maxopoly
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Seems fine overall, I'll not merge yet in case you want to change the fish, let me know if you think it should be merged

@FreyaFreed
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FreyaFreed commented Sep 26, 2016

Yeah it should be pufferfish, that is what I balanced around, clownfish is much rarer. I think I'm happy with how it is currently. We won't really be completly sure until someone starts running one of the other recipes, which might take a while. But it seems balanced now.

EDIT: Disregard that, I'll open a new pull request for that concern. Merge this one, its ready.

@Maxopoly Maxopoly merged commit 4267080 into Civcraft:master Sep 27, 2016
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4 participants