Architect Archive
Thread: Critical Fails and Quality
Personally, I don't think quality has anything to do with critical failures, although there are others that would argue.
I honestly believe that critical failures run in streaks based on nothing more than the random seed.
In computers there is no such thing as a truly random number (well, at least not the type of computing we, as desktopers,use), "random" numbers are generated from some "seed" number, most often derived from the system clock.
Using the same exact components recently, I had 7 critical failures in 30 attempts, making wall modules. Normally, after the second critical on any day, I stop crafting completely, but I continued to make the wall modules until I ran out of structural modules, just to observe the critical failure rate.
The next day I made 50 wall modules, again, with the same exact components, without a SINGLE critical failure (I did fail making a small house shortly afterward).
This sort of pattern has emerged before and that's what leads me to believe it has to do with the random seed. If I fail twice in a row or within a few pieces, I stop cratfing for the day, or I logout for a little while and then log back in, hoping to get a new seed. It SEEMS to work.
Now, this is MY opinion, some will say that materials matter, but I think that's hooey. If failure was based on resource quality then I would probably fail a little more consistantly than in my example. It looks much more like a random seed issue.