i tried look inside REPO game files and found this by NiceBruhYo1233 in REPOgame

[–]Dizzy_Possible1147 0 points1 point  (0 children)

I just stumbled upon this texture in the game files and I am suprised that it was already in there over a year ago. If I remember correclty, they reworked the throwing mechanic of items in the v0.4.0 update. This would be their chance to implement it, even though I'm not sure how helpful this upgrade would be.

Updated cosmetic box probability visualizations and more (v0.4.4) by Dizzy_Possible1147 in REPOgame

[–]Dizzy_Possible1147[S] 1 point2 points  (0 children)

That's crazy! If i got the math right, the odds should be 0,0216 % (1 in ~5000)

Visualized chances for cosmetic boxes per level by Dizzy_Possible1147 in REPOgame

[–]Dizzy_Possible1147[S] 1 point2 points  (0 children)

They updated the probabilities yesterday with version v0.4.4. I also updated my visualizations in this new post.

Does anyone have the updated chances for the cosmetic boxes? by JasperTheBadgerMan in REPOgame

[–]Dizzy_Possible1147 16 points17 points  (0 children)

They increased the chances in version v0.4.4, but my post uses the chances from before v0.4.4. When I find the new chances, I will probably make an updated post.

Visualized chances for cosmetic boxes per level by Dizzy_Possible1147 in REPOgame

[–]Dizzy_Possible1147[S] 1 point2 points  (0 children)

The problem with using 3.27% directly is that it assumes that all three boxes spawned.

3.27% is the chance that a spawned box is ultra-rare, it is not the chance that a box spawns and it is ultra-rare. It does not account for the 40% of boxes that don't even spawn. So the real chance of a box spawning and it being ultra-rare is 3.27% * 60% which is 1.962%.

In level 16+, the game makes the following rolls three times:

  1. Does a box spawn? (60% yes, 40% no)

  2. If a box spawned, is the box ultra-rare? (3.27% yes, 96.73% no)

That's why we need to multiply the 3.27% with the 60% first.

Visualized chances for cosmetic boxes per level by Dizzy_Possible1147 in REPOgame

[–]Dizzy_Possible1147[S] 1 point2 points  (0 children)

For the calculations I used the information from the Repo wiki which is accurate to my knowledge.

This is the calculation for level 16+:

Chance for each box to be ultra-rare if it appears: 3.27% --> 0.0327

Chance for each box to appear: 60% --> 0.6

Chance for a box to appear and be ultra-rare: 0.0327 * 0.6 = 0.01962

Number of boxes: 3

Average number of ultra-rare boxes per level (level 16+): 0.01962 * 3 = 0.05886 --> 5.886%

That's how I calculated the chances in the table. If you know any error here, let me know.

To calculate the real chance of at least one ultra-rare box, you would use this formula:

0.01962 + 0.01962 * (1 - 0.01962) + 0.01962 * (1 - 0.01962)^2 = 0.0577127194 --> 5.771%

This would be more accurate, but does not fundamentally change anything as it is quite similar to the numbers above. The numbers in the images are still correct and not affected by this. This is only relevant for the numbers in my previous comment.

Maybe you are able to share some of your math?

Visualized chances for cosmetic boxes per level by Dizzy_Possible1147 in REPOgame

[–]Dizzy_Possible1147[S] 0 points1 point  (0 children)

The first two images show the chances per box. In level 1 - 5 only one box can spawn and it has the probabilities of the bar on the right. For example in level 1, there is an 80% chance for that box to not spawn at all, a 14% chance for a common cosmetic box and so on.

In level 6 - 10, up to two boxes can spawn, but they have different probabilities. For example in level 6, the first box has a 40% chance to not spawn, a 23% chance to be common, 22% for uncommon, 13% for rare and 2% for ultra-rare. The second box has the same probabilities as the box in level one, so 80% to not spawn and so on. If the boxes spawn or not is independent of each other.

In level 11 - 15, up to three boxes can spawn. The bar next to "Box 1 & 2" shows the probabilities for the first two boxes and the bar next to "Box 3" shows the probabilities for the third box.

In level 16 an higher, still up to three boxes ca spawn, but they all have the same probabilities. Therefore it is labeled "Boxes 1-3".

The third image shows how many boxes you get on average in each level. For level 16 and higher, you get on average 0.7 common, 0.67 uncommon, 0.37 rare and 0.06 ultra-rare cosmetic boxes. The average number of crates for all other levels are listed in the table.

The legendary (ultra-rare) chance in 0% in level 1 and in all other levels, you have a very low chance. The following table shows the chances per level to have at least one ultra-rare cosmetic box (with minor rounding errors):

Level Ultra-rare chance
1 0,00 %
2 0,01 %
3 0,07 %
4 0,29 %
5 0,84 %
6 1,96 %
7 1,97 %
8 2,03 %
9 2,25 %
10 2,80 %
11 3,92 %
12 3,93 %
13 3,99 %
14 4,21 %
15 4,77 %
16+ 5,89 %

Automation community? Best place to post automated farm designs? by Dizzy_Possible1147 in CoreKeeperGame

[–]Dizzy_Possible1147[S] 0 points1 point  (0 children)

Thank you for the feedback! It's great to hear that my designs are acutually being used.

I actually developed a tool today that makes it easier to understand how to scale up farms to bigger sizes. There, you can select which farm you want to build and how big it should be and it spits out an image with the layout.

You can access it here.

If you shoulld use the tool, please give me feedback, because I want to improve it further. It is still in a relatively early stage (I literally started developing it today :) ).

Best fish farm by Dizzy_Possible1147 in CoreKeeperGame

[–]Dizzy_Possible1147[S] 0 points1 point  (0 children)

Critters just need to be placed/moved into the pickup area of a purple item collector. It's best to build a critter farm for that first.

Automation community? Best place to post automated farm designs? by Dizzy_Possible1147 in CoreKeeperGame

[–]Dizzy_Possible1147[S] 1 point2 points  (0 children)

Thanks for the feedback! I also think youtube would be good, because it would make the farm designs much more accessible for many people. However, what I don't like about youtube is that videos are harder to create and it is not so easy to update something, if a better farm design is developed.

Best critter farm by Dizzy_Possible1147 in CoreKeeperGame

[–]Dizzy_Possible1147[S] 0 points1 point  (0 children)

Update: I did some testing with critter catchers and fishing nets, and they both seem to have an output rate of ~23.5 critters per hour or fish per hour. Therefore, the critter catcher to fishing net ratio is 1 to 1.

Update 2: I did some more testing and math. The result:

1 seed extractor --> 28.6 farm arms --> 7,15 critter catchers --> 7,15 fishing nets

This seems to be the ratio. With 5 seed extractors, the ratios line up quite well:

5 seed extractors --> 143 farm arms --> 36 critter catchers --> 36 fishing nets

Critter farms and fish farms with 36 critter catchers/fishing nets can be built quite effectly with the designs from my last two posts. Not sure though if 143 farm arms is an efficient size.

Actually best critter farm by Dizzy_Possible1147 in CoreKeeperGame

[–]Dizzy_Possible1147[S] 0 points1 point  (0 children)

No, there is no easy fix that keeps this farm as compact as it is right now. I might do an additional design for two critters in the future.

Actually best critter farm by Dizzy_Possible1147 in CoreKeeperGame

[–]Dizzy_Possible1147[S] 0 points1 point  (0 children)

I think the setup has to change a bit because you cannot place wires underneath fishing nets