Chef Archive
Thread: Chef tool question
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Numen
Wed Jul 21, 2004 9:25 am
#1
I'm trying to create a tool to basically tell you how a food is going to turn out, or to figure out which resources are better.
A very very alpha page is here
http://www.numens.net/swg/chefcalc.php
Currently it is setup for Vasarian Brandy. The idea with those current boxes and info there is you entire your resources stats. Enter the minimum stats you must reach(ie 50 filling, 45 duration ect..). It then calculates how many great successes you would need and how many amazing successes you would need.
The problems I came up with is when I started thinking of more additions and how to actually make it useable. If the form is just a pain to use, it becomes useless.
So here is my question.
What information would you want to enter in and what information would you want it to calculate? Resources stats are an obvious one to enter in. It will be hand entering for a while. I may consider some way of saving resource data, but not at this time. I'm open to ideas though.
Last note, I can't guarentee that it would be available to the public when I got it finished or not. I just don't know of the bandwidth usage this will have. I would make the code available to anyone that does want it though to put on their own site or possibly covert it into a java or c standalone application.
Message Edited by Numen on 07-22-2004 04:27 PM
Ykai
Wed Jul 21, 2004 10:08 am
#2
I believe there is a utility "SWG Manager" It's a nice utility, but it doesn't get that into detail that you use.
What would be nice to augment that utility would be if we could access our inventory out of the game. It would allow us to play with this stuff.
MozzerKing
Thu Jul 22, 2004 6:43 am
#3
It sounds like you're trying to do something similiar to a tool available on SWGCraft. What I'm referring to is here: http://www.swgcraft.com/restool.php
I use this tool a lot but it would be awesome to have one that's geared to Chefs. What would really be cool is if you could select which food you're making, put in the stats of your resources and the quality of your BE tissue and come up with the estimated stats of that particular food.
Sounds TOUGH to do though... 
Mikhail24
Thu Jul 22, 2004 6:51 am
#4
MozzerKing wrote:
It sounds like you're trying to do something similiar to a tool available on SWGCraft. What I'm referring to is here: http://www.swgcraft.com/restool.php
I use this tool a lot but it would be awesome to have one that's geared to Chefs. What would really be cool is if you could select which food you're making, put in the stats of your resources and the quality of your BE tissue and come up with the estimated stats of that particular food.
Sounds TOUGH to do though...
I'd pay 5 bucks a month for access to a website that had that tool.
Numen
Thu Jul 22, 2004 8:02 am
#5
Thats basically what I plan on making. I've used the one and swgcraft but the biggest limit is it really only does one line is experimenting. I do the same exact thing in excel spreadsheets, switching back and forth between recipes is an absolute pain though.
The idea would be that you just select the food your making at the top of the page. The ingrediants would change to what recipe you selected.
Honestly the hardest part is actually getting the data ranges correct.
Numen
Thu Jul 22, 2004 2:27 pm
#6
Updated it. Everything should be functional. You enter the resource stats, click calculate. Base and max percentages are listed. Enter in the amount of points to experiment in amazing or great and click calculate.
It does cut you off once you hit the max, but there is no warning when this happens. The only indication is going to be your experimented % is going to be exactly the max %.
I do know the current ranges for Brandy are incorrect and I assume that is going to be the most timeconsuming part
I've already asked sciguy if I could use his data so that will be my starting point.
Here are the current values I'm using
Filling 33-55
Duration 30-60
Buff 110-310 <--- I know this is incorrect, crappy resources give a +250 buff and that doesn't happen. 
Quantity 6-10
If anyone has any clue on how the intial point maxes are calculated I'm open to ideas. For instance if you wanted to spend 10 point on filling, you can't. You must do something like 7 and then 3 after that. I've never been able to experiment more than 7 at a time I believe.
MuttonJedi
Thu Jul 22, 2004 9:49 pm
#7
I have a spreadsheet that does something like this (I have it at http://www.geocities.com/muttonjedi/main.html if you want to see). It is hard to change recipes or use anything but nutrition additives, but its been very useful for the things I've tried, and I think I have the formulas worked out pretty well now.
As far as I can tell, all crafted items use an integer from 0-120 to store their stat value internally. This integer is multiplied by a constant (depending on item/exp line) to get the displayed stat values. The experimentation ranges for all foods appear to be the same (although I haven't tried them all), and depend only on the experimentation line:
filling: 120-80
flavor: 60-120
nutrition: 75-120
quantity: 72-120
What this means is, whether a food's buff goes from 7.5-12 or 750-1200, you will only ever see one of 45 possible buff values, about evenly spaced in that range. And the minimum value will always be 75/120 times the maximum value.
I'm not real sure on the range for quantity, but I have tried the others in quite a few items and they seem to be very close. For brandy, the multipliers appear to be 0.45, 0.5, 2, and 1/12, giving ranges of:
filling: 54-36
flavor: 30-60
nutrition: 150-240
quantity: 6-10
Converting from experimental percent to the internal value is just a linear formula with truncation, but since filling goes from high to low it effectively rounds up instead of down.
For experimentation points, 7% for a great success works well, but 8% for amazing occasionally gives values that are lower than they should be. The actual value appears to be somewhere between 8% and 8.1%. I have been using 8.05% and it fits nicely with the items I've tried. Also, for the initial experimentation values, 15*(avg of contributing stats/1000 + 1)*(max exp value/100) seems pretty accurate.
Mutton
As far as I can tell, all crafted items use an integer from 0-120 to store their stat value internally. This integer is multiplied by a constant (depending on item/exp line) to get the displayed stat values. The experimentation ranges for all foods appear to be the same (although I haven't tried them all), and depend only on the experimentation line:
filling: 120-80
flavor: 60-120
nutrition: 75-120
quantity: 72-120
What this means is, whether a food's buff goes from 7.5-12 or 750-1200, you will only ever see one of 45 possible buff values, about evenly spaced in that range. And the minimum value will always be 75/120 times the maximum value.
I'm not real sure on the range for quantity, but I have tried the others in quite a few items and they seem to be very close. For brandy, the multipliers appear to be 0.45, 0.5, 2, and 1/12, giving ranges of:
filling: 54-36
flavor: 30-60
nutrition: 150-240
quantity: 6-10
Converting from experimental percent to the internal value is just a linear formula with truncation, but since filling goes from high to low it effectively rounds up instead of down.
For experimentation points, 7% for a great success works well, but 8% for amazing occasionally gives values that are lower than they should be. The actual value appears to be somewhere between 8% and 8.1%. I have been using 8.05% and it fits nicely with the items I've tried. Also, for the initial experimentation values, 15*(avg of contributing stats/1000 + 1)*(max exp value/100) seems pretty accurate.
Mutton
Numen
Fri Jul 23, 2004 7:27 am
#8
Excellent spreadsheet, I'll definatly take a look at it.
One question
"15*(avg of contributing stats/1000 + 1)*(max exp value/100)"
I'm not sure how this becomes the initial %'s.
My assumption so far has been the max is calculated off the stats, resources, %'s(like 66% oq and 33% pe). The initial is just 30% of that. I know the max after assembly is 30%. With 1000 on all stats you would be at 30% and the actual max would be 100% after experimenting.
I know I will be using hard numbers for each one instead of base numbers and a multiplier. Its just easier for me to see the actual range then.
MuttonJedi
Fri Jul 23, 2004 11:40 am
#9
Yeah, with 1000 stat resources the initial experimentation value is 30%, but if the stats are lower the initial value is not actually 30% of the cap.
As an example, I have some fruit and berries with average PE = 951 and OQ = 754, so my brandy nutrition cap is (2*951+754)/3 = 885 or 88.5%. Multiplying by 0.3 gives 26.6%, but when I actually make the item I only start at 24% experimentation.
I should have put a % by the 15 in the formula - the result is the initial experimentation percent as a number from 0-100. To calculate the initial value, its actually probably easier to first divide all resource stats by 1000 and percentages by 100. The cap for my resources is then (2 * 0.951 + 0.754) / 3 = 0.885, while the average of the stats is (0.951 + 0.754) / 2 = 0.853, and the initial experimentation value is:
0.15 * (0.853 + 1) * 0.885 = 0.246
Another way to look at the formula is that the initial value is 30% of the cap with 1000-stat resources, but only 15% of the cap with 0-stat resources. With real resources, the initial value is somewhere between 15% and 30% of the cap, and how far between depends on the average of the resource stats used.
Mutton
As an example, I have some fruit and berries with average PE = 951 and OQ = 754, so my brandy nutrition cap is (2*951+754)/3 = 885 or 88.5%. Multiplying by 0.3 gives 26.6%, but when I actually make the item I only start at 24% experimentation.
I should have put a % by the 15 in the formula - the result is the initial experimentation percent as a number from 0-100. To calculate the initial value, its actually probably easier to first divide all resource stats by 1000 and percentages by 100. The cap for my resources is then (2 * 0.951 + 0.754) / 3 = 0.885, while the average of the stats is (0.951 + 0.754) / 2 = 0.853, and the initial experimentation value is:
0.15 * (0.853 + 1) * 0.885 = 0.246
Another way to look at the formula is that the initial value is 30% of the cap with 1000-stat resources, but only 15% of the cap with 0-stat resources. With real resources, the initial value is somewhere between 15% and 30% of the cap, and how far between depends on the average of the resource stats used.
Mutton
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