BladeLight
Member
Eatdrink.ash is not filling up my spleen completely... It will fill me to 13 then stop. But if I rerun it, it will fill me up to full. Why is this happening?
Eatdrink.ash is not filling up my spleen completely... It will fill me to 13 then stop. But if I rerun it, it will fill me up to full. Why is this happening?
import "EatDrink.ash";
...
void foo() {
SIM_CONSUME = true;
// eatdrink(fullness_limit() - my_fullness(), inebriety_limit() - my_inebriety(), spleen_limit() - my_spleen_use(), false);
eatdrink(X, Y, Z, false);
int bar = get_adventures();
}
Yes/no. Think about VoA as how much you're willing to spend to get another adventure, not how much profit you're planning on making for that adventure.
You should never get more adventures by dropping VoA, unless you have bugs.and do, to a VERY limited extent, by calculating if you'd get more total adventures by dropping your VOA down
EatDrink works based on the VOA being how much you're willing to spend to get another adventure, like I said. Despite what you guys say, the math it uses doesn't work based on profit or other exciting things like that. Also, if your VOA is 1000 (and it spends that much) and you make 1000 meat per adventure, you actually have a profit of... 0.
It's only the last adventure(s) gained that give a profit of 0 in that case. Most of the adventures were generated for 100 meat, or 300, or 800, or whatever. The idea that you should keep generating turns until generating another turn would give 0 profit seems pretty straightforward.
Not true... if you earn 1000 meat per adventure, and you're spending 1000 meat per additional adventure, it doesn't matter if you burn 1 turn or 1000 turns... your profit is still 0. (1000-1000)*X=0, regardless of your value of X.
Are you saying that lowering VoA switches from rockin' wagons to gimlets somehow? If it switches the other way, then it's a case of lower VoA => fewer adventures and has nothing to do with lower VoA => more adventures.Look at my profit per adventure sample above... it really does make sense.
EatDrink tries to maximize (adventures_generated * valueOfAdventure - cost_of_diet)
Are those two affirmations equivalent?EatDrink works based on the VOA being how much you're willing to spend to get another adventure