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user66184
user66184

It's an estimate based off a "normal" winter (-75% catnip production). The script calculates the current catnip production and tells you if you will last winter with it. I say "estimate" because the math assumes winter just started.

Also note that for the calculation, it is multiplied by 10. While there is no publicly stated reason that I can find for this, I would presume it is to ensure there is a sufficient "buffer" availble.

The game operates in ticks. There are 10 ticks in one day, so it woild be 10 * catnipPerTick per one day, 0-100 days per winter.

For reference, here is the related source code:

updateAdvisors: function(){
    
    if (this.bld.get("field").val == 0){
        return;
    }
    
    var advDiv = dojo.byId("advisorsContainer");
    dojo.empty(advDiv);
    
    var winterDays = 100;
    if (this.calendar.season == "winter"){
        winterDays = 100 - this.calendar.day;
    }

    var catnipPerTick = this.getResourcePerTick("catnip", false, { modifiers:{
        "catnip" : 0.25
    }});    //calculate estimate winter per tick for catnip;

    if (this.resPool.get("catnip").value + ( winterDays * catnipPerTick * 10 ) <= 0 ){
        advDiv.innerHTML = "<span>Food advisor: 'Your catnip supply is too low!'<span>"
    }

}

It's an estimate based off a "normal" winter (-75% catnip production). The script calculates the current catnip production and tells you if you will last winter with it. I say "estimate" because the math assumes winter just started.

Also note that for the calculation, it is multiplied by 10. While there is no publicly stated reason that I can find for this, I would presume it is to ensure there is a sufficient "buffer" availble.

The game operates in ticks. There are 10 ticks in one day, so it woild be 10 * catnipPerTick per one day, 0-100 days per winter.

For reference, here is the related source code:

updateAdvisors: function(){
    
    if (this.bld.get("field").val == 0){
        return;
    }
    
    var advDiv = dojo.byId("advisorsContainer");
    dojo.empty(advDiv);
    
    var winterDays = 100;
    if (this.calendar.season == "winter"){
        winterDays = 100 - this.calendar.day;
    }

    var catnipPerTick = this.getResourcePerTick("catnip", false, { modifiers:{
        "catnip" : 0.25
    }});    //calculate estimate winter per tick for catnip;

    if (this.resPool.get("catnip").value + ( winterDays * catnipPerTick * 10 ) <= 0 ){
        advDiv.innerHTML = "<span>Food advisor: 'Your catnip supply is too low!'<span>"
    }

}

It's an estimate based off a "normal" winter (-75% catnip production). The script calculates the current catnip production and tells you if you will last winter with it. I say "estimate" because the math assumes winter just started.

The game operates in ticks. There are 10 ticks in one day, so it woild be 10 * catnipPerTick per one day, 0-100 days per winter.

For reference, here is the related source code:

updateAdvisors: function(){
    
    if (this.bld.get("field").val == 0){
        return;
    }
    
    var advDiv = dojo.byId("advisorsContainer");
    dojo.empty(advDiv);
    
    var winterDays = 100;
    if (this.calendar.season == "winter"){
        winterDays = 100 - this.calendar.day;
    }

    var catnipPerTick = this.getResourcePerTick("catnip", false, { modifiers:{
        "catnip" : 0.25
    }});    //calculate estimate winter per tick for catnip;

    if (this.resPool.get("catnip").value + ( winterDays * catnipPerTick * 10 ) <= 0 ){
        advDiv.innerHTML = "<span>Food advisor: 'Your catnip supply is too low!'<span>"
    }

}

It's an estimate based off a "normal" winter (-75% catnip production). The script calculates the current catnip production and tells you if you will last winter with it. I say "estimate" because the math assumes winter just started.

Also note that for the calculation, it is multiplied by 10. While there is no publicly stated reason that I can find for this, I would presume it is to ensure there is a sufficient "buffer" availble.

Also note that for the calculationThe game operates in ticks. There are 10 ticks in one day, so it is multiplied bywoild be 10. While there is no publicly stated reason that I can find for this * catnipPerTick per one day, I would presume it is to ensure there is a sufficient "buffer" availble0-100 days per winter.

For reference, here is the related source code:

updateAdvisors: function(){
    
    if (this.bld.get("field").val == 0){
        return;
    }
    
    var advDiv = dojo.byId("advisorsContainer");
    dojo.empty(advDiv);
    
    var winterDays = 100;
    if (this.calendar.season == "winter"){
        winterDays = 100 - this.calendar.day;
    }

    var catnipPerTick = this.getResourcePerTick("catnip", false, { modifiers:{
        "catnip" : 0.25
    }});    //calculate estimate winter per tick for catnip;

    if (this.resPool.get("catnip").value + ( winterDays * catnipPerTick * 10 ) <= 0 ){
        advDiv.innerHTML = "<span>Food advisor: 'Your catnip supply is too low!'<span>"
    }

}

It's an estimate based off a "normal" winter (-75% catnip production). The script calculates the current catnip production and tells you if you will last winter with it. I say "estimate" because the math assumes winter just started.

Also note that for the calculation, it is multiplied by 10. While there is no publicly stated reason that I can find for this, I would presume it is to ensure there is a sufficient "buffer" availble.

For reference, here is the related source code:

updateAdvisors: function(){
    
    if (this.bld.get("field").val == 0){
        return;
    }
    
    var advDiv = dojo.byId("advisorsContainer");
    dojo.empty(advDiv);
    
    var winterDays = 100;
    if (this.calendar.season == "winter"){
        winterDays = 100 - this.calendar.day;
    }

    var catnipPerTick = this.getResourcePerTick("catnip", false, { modifiers:{
        "catnip" : 0.25
    }});    //calculate estimate winter per tick for catnip;

    if (this.resPool.get("catnip").value + ( winterDays * catnipPerTick * 10 ) <= 0 ){
        advDiv.innerHTML = "<span>Food advisor: 'Your catnip supply is too low!'<span>"
    }

}

It's an estimate based off a "normal" winter (-75% catnip production). The script calculates the current catnip production and tells you if you will last winter with it. I say "estimate" because the math assumes winter just started.

Also note that for the calculation, it is multiplied by 10. While there is no publicly stated reason that I can find for this, I would presume it is to ensure there is a sufficient "buffer" availble.

The game operates in ticks. There are 10 ticks in one day, so it woild be 10 * catnipPerTick per one day, 0-100 days per winter.

For reference, here is the related source code:

updateAdvisors: function(){
    
    if (this.bld.get("field").val == 0){
        return;
    }
    
    var advDiv = dojo.byId("advisorsContainer");
    dojo.empty(advDiv);
    
    var winterDays = 100;
    if (this.calendar.season == "winter"){
        winterDays = 100 - this.calendar.day;
    }

    var catnipPerTick = this.getResourcePerTick("catnip", false, { modifiers:{
        "catnip" : 0.25
    }});    //calculate estimate winter per tick for catnip;

    if (this.resPool.get("catnip").value + ( winterDays * catnipPerTick * 10 ) <= 0 ){
        advDiv.innerHTML = "<span>Food advisor: 'Your catnip supply is too low!'<span>"
    }

}
Source Link
user66184
user66184

It's an estimate based off a "normal" winter (-75% catnip production). The script calculates the current catnip production and tells you if you will last winter with it. I say "estimate" because the math assumes winter just started.

Also note that for the calculation, it is multiplied by 10. While there is no publicly stated reason that I can find for this, I would presume it is to ensure there is a sufficient "buffer" availble.

For reference, here is the related source code:

updateAdvisors: function(){
    
    if (this.bld.get("field").val == 0){
        return;
    }
    
    var advDiv = dojo.byId("advisorsContainer");
    dojo.empty(advDiv);
    
    var winterDays = 100;
    if (this.calendar.season == "winter"){
        winterDays = 100 - this.calendar.day;
    }

    var catnipPerTick = this.getResourcePerTick("catnip", false, { modifiers:{
        "catnip" : 0.25
    }});    //calculate estimate winter per tick for catnip;

    if (this.resPool.get("catnip").value + ( winterDays * catnipPerTick * 10 ) <= 0 ){
        advDiv.innerHTML = "<span>Food advisor: 'Your catnip supply is too low!'<span>"
    }

}