Editing Talk:Clearance/Room space has no real influence on thought, but clearance within a ~4.5 radius does

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 6: Line 6:
  
 
edit: I was just going through old notes files, and looks like it was 69 tiles at least a year ago as well. I'll update the pages.
 
edit: I was just going through old notes files, and looks like it was 69 tiles at least a year ago as well. I'll update the pages.
<br>"CLEARANCE (NOT BEAUTY, though it uses the BeautyUtility class)
+
"CLEARANCE (NOT BEAUTY, though it uses the BeautyUtility class)
<br>I very roughly approximate, that SampleNumCells_Space is 69."
+
I very roughly approximate, that SampleNumCells_Space is 69."
  
 
edit: I was able to peruse the code again. Visible tiles for clearance is 69, and multipliers for thresholds are 0.7, 0.3, and 0.01. So, 48.3 clearance for spacious, 20.7 for cramped, and 0.7 for very cramped. So, very cramped is impossible, and it has been since before the change from 26 to 48, I think. I put a colonist in a 1x1 room, and they were still only cramped, so while very cramped is in the code, it is effectively impossible unless you can trap them on top of a standing lamp in that 1x1 room. I'll probably remove it from this page, or make a note. There's also some other oddity where the enumeration doesn't match up with the effect, the code has a lot of issues and inconsistencies all over. But for calculating clearance, tiles which are "walkable" but not "standable" detract 0.5 (animals (& people) don't count however, only static tiles). Tiles which are not "walkable" detract 1. Doors are not part of the room. Whether a tile slows you down to walk on makes no difference.
 
edit: I was able to peruse the code again. Visible tiles for clearance is 69, and multipliers for thresholds are 0.7, 0.3, and 0.01. So, 48.3 clearance for spacious, 20.7 for cramped, and 0.7 for very cramped. So, very cramped is impossible, and it has been since before the change from 26 to 48, I think. I put a colonist in a 1x1 room, and they were still only cramped, so while very cramped is in the code, it is effectively impossible unless you can trap them on top of a standing lamp in that 1x1 room. I'll probably remove it from this page, or make a note. There's also some other oddity where the enumeration doesn't match up with the effect, the code has a lot of issues and inconsistencies all over. But for calculating clearance, tiles which are "walkable" but not "standable" detract 0.5 (animals (& people) don't count however, only static tiles). Tiles which are not "walkable" detract 1. Doors are not part of the room. Whether a tile slows you down to walk on makes no difference.

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)