The Wiki for Tale 4 is in read-only mode and is available for archival and reference purposes only. Please visit the current Tale 11 Wiki in the meantime.
If you have any issues with this Wiki, please post in #wiki-editing on Discord or contact Brad in-game.
User:Inkoaten
Inkoaten
Home compound: Shabbat Ab 1240,1660 (near SWorship, southwest of the chariot)
Stats
STR 3 DEX 7 END 0 SPD 5 CON 0 FOC 0 PER 4
- Gastronomy: 8
- Beer Tasting: 24
- Fumeology: 51
- Wine notebooks: Completed Beginner
Wiki
Mostly maintenance - restructuring pages, editorial cleanups, filling in missing info, etc. Trying to improve the wiki for those not intimately involved with the particular page in question by stating the obvious where it's not already stated!
Wines
Current flavors: Hot Alcohol, Cherry, Menthol, Raspberry. More vineyards slowly becoming ready over time.
I have written a little Java GA program that tries to find useful tend sequences (much like Winer, but I'm reinventing the wheel as usual). Currently it 'works' and is somewhat configurable (external files for vineyard/vine data, and a perl script that scrapes vine data from the wiki), but you have to hack around with the fitness functions by hand. If you'd like a copy of the work in progress, get in touch.
State \ Vine | Amusement | Appreciation | Balance | Contemplation | Wisdom | Frivolity |
---|---|---|---|---|---|---|
Sa | PO (-2) | MG (-1) | MG (-1) | MG (-1) | MG (-1) | |
W | TV (-3) | TL (-1) | TL (-1) | TL (-1) | TL (-1) | |
M | MG (-3) | MG (-3) | MG (-3) | MG (-3) | MG (-3) | |
F | SV (-1) | MG (-4) | MG (-4) | MG (-4) | MG (-4) | |
R | AS (-1) | SL (-2) | SL (-2) | SL (-2) | SL (-2) | |
Sv | TL (-2) | AS (-2) | AS (-2) | AS (-2) | AS (-2) | |
Sm | TL (-1) | SV (-3) | SV (-3) | SV (-3) | SV (-3) | |
Aggregate | A:+6 C:+10 G:+23 Q:-5 K:+1 S:+7 V:-13 |
A:-5 C:+2 G:+10 Q:+23 K:+1 S:-1 V:-16 |
A:-1 C:+16 G:+10 Q:+19 K:+11 S:+14 V:-16 |
A:-5 C:+2 G:+10 Q:-1 K:+34 S:-1 V:-16 |
A:-5 C:+2 G:+10 Q:+9 K:+13 S:-1 V:-16 |
(aggregate values are the total of all the minimum-vigor-loss tends - so divide by 7 and that's roughly the average change in stats per tend - ignoring the case of stats that go below 0)
Public Mines
Drama!
There was some discussion on SA regional chat about setting up a semi-public guild that just holds mines and enforces a "you break it, you repair it" rule. Sounds promising.
Gemcutting
It should be possible to write software that, given a gem configuration, tells you all possible gems that can be cut from it:
- Gems are a 7x7x7 cube of points. Each point is either present or absent.
- Edges, triangles, and squares are generated to join adjacent (orthogonal or diagonal) points that are present. e.g. eyelet looks like this (X=present .=absent), as a series of slices through the gem:
XXX XXX X.X X.X XXX XXX
Or with edges added for clarity:
X-X-X X-X-X |/ \| |/ \| X . X X . X |\ /| |\ /| X-X-X X-X-X
- The grinding discs then turn into a fairly simple set of rules for removing vertexes from the array of points. e.g. disc 1 will remove an entire plane from any one edge; disc 2 removes a triangular prism of points aligned with one axis.
- For each potential gem, reduce its structure down to the minimum necessary set of present/absent points (by looking for applications of a disc that will only affect "absent" points - flag all those points as "don't care" points because either they are already absent, or they are present but can be safely grinded away). e.g. eyelet stays exactly as above (you can remove anything around it with disc 1, but you need the core structure exactly as above), and Dragyn's Eye looks like this: (?="don't care" i.e. can be removed safely without clobbering the important bits):
???X ???? ???? ???? ??XX ???X ???? ???? ?XXX ??.. ???X ???? XXXX ?X.X ??XX ???X
This can be done by hand, once. More generally, represent the possible grinding planes and depths as (A,B,C,D) tuples where all points that satisfy Ax+By+Cz+D < 0 are ground away; then apply all planes where the plane would remove only absent points. (A,B,C is the plane normal vector). Done.
- By eye, or via image processing of screenshots, construct the vertex map for a newly loaded gem. (This is a tedious process to do by eye, but it's do-able. Image processing is a better bet)
- Rotate the vertex map through the 24 possible orientations (4 rotations around each of 6 faces)
- For each orientation, scan the vertex map using the gem patterns prepared earlier. If you find a match, that gem type can be cut from this particular raw gem. (Alternatively, you can rotate the patterns and scan against the unrotated raw gem)
Now I just have to implement it. Done, but needs a decent UI to be usable
Tests
Taking it slow ..
Darkest Night
- List 1:
- 0/7 Pool of Tranquility
- 0/7 Brain
- 2/7 Golden Sun
- 7/7 Peasant Foot
- 7/7 Cobra Hood
Safari
- Gazelle: 2/4
- Ibis: 2/4
- Desert Rat: 3/4
- Otter: 1/4
- Bullfrog: 4/4
- Fennecs: 1/4
- Bushy-Tailed
Cicadas
- 5 speed points
- 1 cage placed
- 4 cages + 3 cicadas in hand
Acrobat
Finally passed, thanks to Rosethorn! Happy to teach, just drop past my compound.
Skills
(Just a todo list, really)
- Salvage Techniques: 3 (
SArch: 200 firebricks;SArt: 100 candle;SBody: 1000 cc; SThought: 20 cuttable garnet, 20 cuttable turquoise) - Structure Maintenance: 2 (
SArch: 20 oil;SThought: 300 bricks, 50 oil, 50 beeswax) - Structure Repair: 0 (SArch: 14 pulley; SArt: 60 linen; SThought: 2 OSM, 20 Cuttable Jade, 200 bricks)
- Navigation: 3
- Dessication: 2 (
SWorship: 10 coconut water, 1 huge ruby; SArt: 5 salt, 1 huge topaz;SThought: 25 sulfurous water, 1 huge quartz)
Ant Colony
- Shemu II-20: Seeded. Health 0, 21 leaves.
- Shemu II-25: Health increased to 3. Leaves eaten, 21 new leaves added.
- Shemu III-2: Health increased to 6. Leaves eaten, 21 new leaves added.
- Shemu III-9: Health increased to 9. 2 glue accumulated (removed), leaves eaten, 21 new leaves added.
- Shemu III-16: Health increased to 12. 4 glue accumulated (removed), leaves eaten, 21 new leaves added.
- Shemu III-23: Health increased to 15. 7 glue accumulated (removed), leaves eaten, 21 new leaves added.
- Shemu III-30: Health increased to 18. 14 glue accumulated (removed), leaves eaten, 21 new leaves added.
- Shemu IV-7: New queen produced, health dropped to 1. No glue accumulated. Leaves eaten, 21 new leaves added. 2nd colony seeded (health 0, 21 leaves)
- Shemu IV-14: #1: health 4. #2: health 3.
- Shemu IV-21: #1: health 7. #2: health 6.
- Shemu IV-28: #1: health 10, 3 glue. #2: health 9, 2 glue.
Sickle
Bonus is +3?
- Min harvest seen: 4
- Max harvest seen: 10
Gem Surveying
Slow going: SA Gem Survey
Herbs
Raeli Stuff
Mines
Ore | Gem | Location | Repairs | Owner |
---|---|---|---|---|
Iron | Quartz | 1021,1972 | 2 | AYMABTU |
Sand | Diamond | 152,1650 | 2 | AYMABTU |
Tin | Quartz | 123,1563 | 0 | AYMABTU |
Tin | Emerald | 117,1571 | 0 | Private |
Sand | Emerald | 1385,1685 | 1 | AYMABTU |
Sand | Topaz | 1420,1700 | 1* | AYMABTU |
Sand | Topaz | 1445,1685 | 1* | AYMABTU |
Sand | Ruby | 1039,1657 | 2 | AYMABTU |