YearOfComing: there is a counterexample in the middle of this article: http://www.ams.org/publicoutreach/feature-column/fc-2016-08 There is a case where 9 distinct elements cannot make a set. (i.e. No line can be formed of out of 3 elements). A math genius pointed me to this.
YearOfComing cool this is 3-cap set problem and as you pointed out that random 9 pieces do not guarantee that there is a set. So the game presumably compensates it with some additional logic. (Maybe the new pieces will have very slightly higher chances of making a set?)
It's not mathematical: it's the way the game selects the pieces that ensures that there is always a set. And I can assure you: there is always a set. The selection stays random, but, before showing the new pieces, there's a check for the presence of a set. If not, one piece is randomly changed, until a set is found.
Time shouldn't be paused when crafting / when having a dialogue with a customer. That is the biggest pushback when migrating from swords & potions.
It would help to solve this more quickly if we have another color coding to represent that this number *will* be included in the final solution as opposed to the *unresolved*.
Glamacky! This is crazy - would you be able to give me more information on what you did before this happened?