100%+ Manipulation gives extra meat on Butchering

Started by MikeLemmer, December 22, 2016, 02:09:43 PM

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MikeLemmer

If you have a colonist with a high enough Manipulation, you can get a butchery efficiency of 110%+. I think butchery efficiency should have a hardcap of 100%, since you can't conjure extra meat out of thin air through skill.

Illusion Distort

No other skill caps at 100%
100% does not mean that you're as good as can be, just to give an idea of how much faster and effective they do stuff.

100% vs 300%, you know that one is three times as efficient as the other.

MikeLemmer

Quote from: Illusion Distort on December 22, 2016, 07:18:27 PM
No other skill caps at 100%
100% does not mean that you're as good as can be, just to give an idea of how much faster and effective they do stuff.

100% vs 300%, you know that one is three times as efficient as the other.

No other skill determines how many resources you get from a task. You can't get 42 steel instead of 35 from mining a single tile, or 15 potatoes instead of 10 from a single plant.

Illusion Distort

Though it defies logic, it would just be too unbalanced to have skills directly linked with all harvests and mining. Butchering is also a lot more skill/knowledge based than smashing stone with a pick.

When it comes down to it, it's just how Tynan decided that the butchering should work. (not a bug, intended behavior)

skullywag

How do you know 110% isnt 100% of the meat it could be your unskilled workers arent effectively grollocking/butchering the animal. So no meat is being conjured just more meat is being effectively harvested for consumption.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Tynan

He's right. I've set a cap at 100%.

We can't let it be unlimited, stats can theoretically go to like 500% and that'd be absurd.

Thanks for the report.
Tynan Sylvester - @TynanSylvester - Tynan's Blog