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Seems Auto harvest, and auto rigidel+harvest attempt to harvest a sugar lump just a teensy bit before it's actually ripe, therefore botching the harvest in half the cases. Game.timetoRipe returns a float number in some cases, so adding Math.ceil to the Game.timeToRipe in the equations should give it just enough leeway to make sure it computes the correct millisecond. (It's my theory anyway. The math seemed to have come out ok when I paper tested). With thnx to @Darkroman
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