Quality 3 modules cannot be made quality in an electromagnetic plant on Gleba. See image, there are no speed modules in vicinity, and there should be a 13% quality rate, but there is a 0% quality rate with 40 samples. Statistically, this is impossible. Please test and fix.
Thank you,
Quality 3 modules cannot be made quality
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Re: [2.0.23] Quality 3 modules cannot be made quality
I believe the chance of that happening is (1-0.13)^(40/1.5) ~ 2.4%. Quite unlikely, not impossible.
Re: Quality 3 modules cannot be made quality
It is even more likely, since it's only 27 crafting cycles with the built in 50% productivity.
"Products finished" includes productivity extras
I'd rephrase it to "unlikely, but quite possible"
"Products finished" includes productivity extras
I'd rephrase it to "unlikely, but quite possible"
Re: Quality 3 modules cannot be made quality
That productivity bonus is already included in Muche's calculation.GrumpyJoe wrote: Sat Dec 21, 2024 10:02 am It is even more likely, since it's only 27 crafting cycles with the built in 50% productivity.
"Products finished" includes productivity extras
I'd rephrase it to "unlikely, but quite possible"
But yeah, that's probability for you. In the long run it will even out, but long streaks can and will happen.
Re: Quality 3 modules cannot be made quality
Im not someone who recognises what's what in a math formula, but I saw the 40.Premu wrote: Sat Dec 21, 2024 11:27 am
That productivity bonus is already included in Muche's calculation.
I'm pretty sure that upcycling always happens for both items when prod+quality kicks in, therefore I'd calculate with crafting cycles, not total items gained.
Would need a longer explanation if I took a wrong turn in my brain
Just spotted the division by 1.5
So yeah, pretty accurate. I can calculate the 27 in my head, the 26.666 will be accurate enough for 1000s of cycles
Last edited by GrumpyJoe on Sat Dec 21, 2024 4:56 pm, edited 2 times in total.