None of these recommendations require root.
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/* | |
"actual appearance rate" estimator for pain in chance pools | |
----------------------------------------------------------------------------------- | |
this script simulates a chance pool that contains items with pain values, | |
to determine average actual expected occurance rates. | |
I'm sure there's a great clean way to do this with Just Math, but this | |
was the best way I could get this information with what I currently know. |
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1.4.0 new fish & bug rates | |
Fish AppearChance(7pm-2am Local) AppearChance(2am-7pm Local) | |
horse mackerel 30.35% 30.35% | |
squid 30.35% 30.35% | |
olive flounder 30.35% 30.35% | |
red snapper 4.17% 4.17% | |
blowfish 1.00% 1.93% | |
football fish 1.87% |
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101 | |
Rosie, Tia, Apple, Sprinkle, Agnes, Bunnie, Francine, Chrissy, Merengue, Peanut, Bitty | |
favorites: | |
lovely bed, lovely armoire, lovely chair, lovely love seat, lovely table, lovely lamp, lovely table (black and pink), | |
lovely armoire (lovely pink), lovely love seat (lovely pink), lovely chair (lovely pink), lovely table (lovely pink), | |
soft-serve lamp, sweets table, sweets sofa, lovely love seat (black and pink), yellow cap, green cap, explorer's hat, | |
light-blue cap, sporty shades, star cap, bandana, tops_wrestler | |
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int_oth_fedora_chairL | |
rmk_gtr_EgtrW | |
rmk_pip_bedW | |
rmk_pip_lamp_01 | |
rmk_pip_chestB_01 | |
rmk_pip_chairL_01 | |
fobj_mcs_white_wood_deck_cmps | |
fg_treeA_4_set_mcs_frt_01 | |
fg_treeA_4_set_mcs_frt_02 | |
fg_treeB_4_d_mcs |
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This is my theory of how the Gulliver game mechanics work based on bluesun's datamined tables. | |
This is not a guide on the best or optimal way to play, or what to craft/trade in. It's just a game mechanics breakdown. | |
``` | |
SUPER SHORT VERSION HOW 2 GULLIVER: | |
1) Give Gulliver 10 furniture/clothes. In return, he gives you 1 or more TREATS, 6 hours later (repeat this process forever) | |
2) Giving him GOOD SHIT gets you more TREATS... maybe even... THREE treats?! Wow!! /s | |
3) Whether you get NICE TREATS or SHIT TREATS is totally random, the items you give him have no effect on that |
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var rock_reward={ | |
eventmat:{ | |
gold: [6,100], | |
silver: [4,50] | |
}, | |
material:{ | |
gold: [4,100], | |
silver: [2,100], | |
ruby: [0,300], |
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The river has 5 "fish locations". | |
The river has a "population target" of 5 fish (one per "fish location"). | |
The river has its own FISH dispenser. | |
This dispenser has a countdown length of 1 minute 30 seconds. | |
If the river drops below its "population target" (because you caught a fish), the dispenser starts its countdown timer. | |
Catching more fish/making the population lower does not make the timer run faster. | |
After 1 minute 30 seconds, it dispenses 1 fish into a random empty "fish location". That fish will instantly appear in that "fish location," even if you're standing in front of it. |
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The takeaway here is to only put non-max-level villagers in your campsite to get the most exp. | |
``` | |
avg results JUST for | |
villagers villagers needing exp %chance breakdowns: | |
that .-------------------.--------------------------. | |
need ttl@ | | #chats %req| | |
exp camp | # Chats Exp Gain | 0 1 2 3 4 -| | |
----V---V---:-------------------:----------------------.---: | |
!> 1 1 1 6.5 - 100% - - - 100% |
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