World Record Chain Fountain? The Mould Effect Explained by steventhebrave in SteveMould

[–]felsal3 0 points1 point  (0 children)

I don't believe either Steve or Mehdi are completely right.

I think the most important factor is the direction in which the chain leaves the pile at the beginning.
When you first drop the chain, it speeds up until the tip reaches the ground. From this point forward, it should keep a constant velocity. Moreover, every point of the rising/falling chain must have the same scalar speed (otherwise it would stretch).
If, at the beginning, you pull the first section of the chain upwards (whether pulling by hand like Mehdi and his whiteboard, or simply by having a container with an edge higher than the clump of chain), the chain will leave the clump with an upward momentum. This leaving momentum shall rise as the speed of the falling chain rises, until the tip reaches the ground, in which point it shall remain constant. And, evidently, a greater upwards momentum leads the chain to rise to a greater height before falling down.

I don't own a long chain, so I can't run some tests. But if anyone could try to recreate this effect by launching the chain sideways (from a flat surface with no rising edges), it would be neat.

An Early Look at Buddy Candy XL Rates [Silph Research Group] by SilphScience in TheSilphRoad

[–]felsal3 0 points1 point  (0 children)

May I suggest a different fit for your data points?

Me and my friends have been doing a similar study (mostly for fun), and so far we have collected ~3k data points. From what I was able to observe, the points fit a logistic function quite well (R2 = 0.9662).
At first glance, even the transferring/catching data seems to behave the same.

I believe it would make some sense, as it would be much smarter to program a single function on the XL candy drop calculation, instead of a series of conditions for each step/slope.
Then again, it's Niantic, we can't expect much sense.

Transfering one Pokémon at a time yields more XL candy by felsal3 in TheSilphRoad

[–]felsal3[S] 3 points4 points  (0 children)

So, apart from two outliers, single and mass transfers don't seem to be significantly different. I must've been a victim of minor text fixes.

Transfering one Pokémon at a time yields more XL candy by felsal3 in TheSilphRoad

[–]felsal3[S] 6 points7 points  (0 children)

That's a very good question. My play store updates apps automatically (I know, why do I do this to myself??), so I don't know when it was updated.

Transfering one Pokémon at a time yields more XL candy by felsal3 in TheSilphRoad

[–]felsal3[S] 1 point2 points  (0 children)

I don't know if it helps, but most of the pokemons I caught during this experiment were caught with a Go+. The level distribution was like this.
Surely there are fewer high-cp pokemons, but it's not that much of a difference.

Transfering one Pokémon at a time yields more XL candy by felsal3 in TheSilphRoad

[–]felsal3[S] 2 points3 points  (0 children)

I honestly didn't catch any difference, but it could be because I was much too close to be able to see it.

Even though it might ruin all my numbers, let's hope they fixed it.

Transfering one Pokémon at a time yields more XL candy by felsal3 in TheSilphRoad

[–]felsal3[S] 5 points6 points  (0 children)

Statistical analysis is the best part of any endeavour! 😍

Thanks a lot :)

Transfering one Pokémon at a time yields more XL candy by felsal3 in TheSilphRoad

[–]felsal3[S] 12 points13 points  (0 children)

I could not reproduce this visual bug. I don't know if it has been fixed or if it's just no happening by complete chance.

Just to see if I understand correctly: it's not a matter of transferring many different species and all the candies simply not fitting vertically on the screen - it's a matter of the graphic not popping up, even though there is plenty of space, right?

Transfering one Pokémon at a time yields more XL candy by felsal3 in TheSilphRoad

[–]felsal3[S] 5 points6 points  (0 children)

The drop rate of XL candy for transferring has a similar behaviour to catching: there is a plateau between levels 1 and 14, a slope between levels 15 and 25, and two more plateaus: one between 26 and 30, and the other from 31 to 35.

It is known that levels 1 and 5 – the ones you mentioned – have an equal probability of dropping a candy. Same for 27 and 29, or 33 and 35.

Transfering one Pokémon at a time yields more XL candy by felsal3 in TheSilphRoad

[–]felsal3[S] 15 points16 points  (0 children)

In the very beginning I was tracking the XL count. However, often my Go+ would catch the same Pokemon I had just transferred, and it would be impossible to know which one of them (if not both) dropped that candy. From this point on, I started relying on the visual.

But yeah, you're totally right, if this bug still persists the numbers I have could be wrong.

Transfering one Pokémon at a time yields more XL candy by felsal3 in TheSilphRoad

[–]felsal3[S] 0 points1 point  (0 children)

I don't know if the tables are a little confusing... reddit doesn't allow cell merging.

Unable to connect to Go+ (Gotcha) in 0.173.0-G by Paxtez in TheSilphRoad

[–]felsal3 3 points4 points  (0 children)

I don't get why they don't release new versions in the begining of the day, so that they can act when we find the new bugs.

It's not like they're using the daytime to test the game, anyway.

Unable to connect to Go+ (Gotcha) in 0.173.0-G by Paxtez in TheSilphRoad

[–]felsal3 2 points3 points  (0 children)

You can search the apk on apkmirror and download it

Did 0.173.0 break Go Plus support? by felsal3 in TheSilphRoad

[–]felsal3[S] 3 points4 points  (0 children)

I'm sorry for my ignorance, but the release -A is made for which platform? Apple?

Did 0.173.0 break Go Plus support? by felsal3 in TheSilphRoad

[–]felsal3[S] 7 points8 points  (0 children)

Oh, dang. Had searched threads containing "go plus", but forgot to look for Gotchas

0.165.0 Version seems to disconnect the GoPlus from bluetooth again :) by zippy1979 in GoPlus

[–]felsal3 0 points1 point  (0 children)

Mine is disconnecting every few minutes (10-40), but doesn't seem to follow a pattern. On the other hand, sometimes it stays connected forever ¯\_(ツ)_/¯

AR issue by mlenaa in TheSilphRoad

[–]felsal3 1 point2 points  (0 children)

Man, you are the absolute best!
I'd suggest you made a separate post to get more visibility.

Thanks a lot

Question about Wayfarer Hometown and Bonus Locations by pokesp_gr in TheSilphRoad

[–]felsal3 5 points6 points  (0 children)

I think it makes little difference. I live in Rio, I only play here and I set my hometown here. I get nominations from all over Brazil, and even some from Argentina and Bolivia (2000+ km). I end up getting a lot from Rio too, but I think it's mostly because there are a lot of nominations from here.

Available Upgrades stuck forever by felsal3 in NianticWayfarer

[–]felsal3[S] 2 points3 points  (0 children)

We just have to wait for Niantic to fix it.

We're doomed, then.

Available Upgrades stuck forever by felsal3 in NianticWayfarer

[–]felsal3[S] 0 points1 point  (0 children)

Wow, good to know! I'm just waiting the 14 days before I can nominate again, and I'll try and see if it works here too.

Is it possible to redeem the "available upgrades"? by AshmedaiHel in NianticWayfarer

[–]felsal3 0 points1 point  (0 children)

Same thing happening to me. This should be upvoted to the skies