Difference between revisions of "User:PigeonGuru/Sandbox"

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[[File:AssaultRifleAccuracyTriggerHappy.png|494px|Assault rifle's accuracy with various shooters with trigger-happy.]]
 
[[File:AssaultRifleAccuracyTriggerHappy.png|494px|Assault rifle's accuracy with various shooters with trigger-happy.]]
 
==test==
 
 
{{Collapse|
 
 
{| class="wikitable"
 
|+ Effect of filth over sterile rooms
 
|-
 
! Size m^2
 
!Measurements
 
!Dirt beauty
 
!Cleanliness<br>Value
 
!Cleanliness<br>Value Difference
 
|-
 
| 1 || 1*1 || -15 || -4.40/0.60 || -5
 
|-
 
| 25 || 5*5 ||-15 || 0.40/0.60 || -0.20
 
|-
 
| 50 || 5*10 || -15 || 0.50/0.60 || -0.10
 
|-
 
| 100 || 10*10 || -15 || 0.55/0.60 || -0.05
 
|}
 
 
'''Spilling behavior (observed in hospital):'''<br>
 
*When a tile has a -30 beauty value of blood on it, new blood will spill on another tile. It may be random or have something to do with a possible filth stacking limit.
 
 
'''Spilling test:'''<br>
 
*Method: 20 alpacas in a 5*5 room. All killed and body deleted using "damage 10 tool".
 
*Result: Blood never stacks over 5, with -30 beauty. If no tile free to spill blood, nothing happens.
 
 
'''Observation:'''<br>
 
*Blood stacking on the same tile will not further decrease the room cleanliness and beauty. Only  blood stacking on previously non bloody tiles will.
 
'''After further observations:'''<br>
 
*This mechanism works with any type of filth. Stacking them with the same ''type of filth'' does not increase their effect. Different types of filth stacking on the same tile will add the effects together.
 
*Example : 2 x blood + 2 x firefoam on one tile will gives the same cleanliness than 1 x blood + 1 x firefoam on one tile.
 
 
'''Stacking of dirt and filth test'''<br>
 
*Method: 5*5 room, stacking as much filth as possible over all tiles.
 
**Adding blood (-30) from ''Spilling test''.
 
**Adding fire foam (-25) using dev tools.
 
**getting rid of the floor (-1).
 
**Adding vomit (-41).
 
**Adding dirt (-11, should be -15. Dirtiness values seems to be locked at -107 at most, to check).
 
**insect fluids have not been tested.
 
 
*Results:
 
**From the given results it seems that the tiles can not have a beauty value past -107.
 
**It has been observed that the "beauty value" does not decrease when stacking the same type of filth together. Would lock at -30 with the blood. cleanliness locks as beauty does.
 
**Filth stack up to 5 time for a given type of filth. After that, if no space is available to spill filth, the action is cancelled.
 
 
Observation:
 
During this study it has been observed that beauty values from indoor filth and outdoor filth are very different. Being indoor/outdoor has an effect on the beauty values.
 
 
}{| class="wikitable"
 
|+ Beauty values by type of filth (sample) :
 
|-
 
! Filth
 
!Beauty (outdoor)
 
!Beauty (indoor)
 
|-
 
| blood || -8 to -10 || -15 to -30
 
|-
 
| dirt || -4 to -5 || -15
 
|-
 
| vomit || -11 to -13 || -40
 
|-
 
| fire foam || -8 || -25
 
|-
 
| item on floor || -6 to -7|| -6 to -7
 
|-
 
| meat on floor || -20 || -20
 
|-
 
| chunk || -20 || -20
 
|-
 
| soil || -1 || -1
 
|-
 
| mud || -2 || -2
 
|}}
 
 
As we can observe, most filth have an increased beauty debuff when inside. Also, chunks do have an influence of -6 cleanliness (tested in a clean 1x1 room with wood floor).
 
 
Note that mud can not be built over, so you will rarely have the occasion to build a room filled with mud (why would you?). Test done by surrounding a small mud chunk with walls and building a roof over.
 
 
Also good to mention, items and raw meat do NOT have any effect on cleanliness. You can store medicine in your hospitals.
 
 
'''Conclusion'''
 
*After a fight, colonists in need of treatment will often bleed huge amounts of blood. A proper hospital should be able to withstand up to -35 cleanliness (-105 beauty) per patients to keep cleanliness at 0. It counts as most patients will bleed up to 2-3 times (-10 cleanliness per bloody tiles and -30 beauty) and the doctor or the patient may add in -5 cleanliness (or -15 beauty) due to dirt.
 
**The cheapest design to keep at least [0 <= cleanliness] would be to opt for a 6 x 10 (for at least 59 tiles) hospital for one bed.
 
**The most effective option to keep at least [0.40 < cleanliness] would be to use a 14 x 14 (for at least 195 tiles) hospital for one bed.
 
*Better to note, long term health care do not need such rooms. If you can afford to clean the hospital before healing/operating on a patient you might only need to worry about -20 debuff for cleanliness as you will only have to worry about the new blood spilling form the patient in bed (bleeds slower).
 
**The cheapest design to keep at [0 <= cleanliness] would be 4x5 (for at least 17).
 
**The most effective to keep at [0.40 < cleanliness] would be 6x5 (for at least 34).
 
 
}}}
 

Revision as of 08:26, 6 August 2017

template

http://rimworldwiki.com/index.php?title=Template:Nav/guides

save file

C:\Users\%username%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves

°C

datamined

datamining stuff related to prisoners...


private static float PopIntentAdjustedRecruitDifficulty(float baseDifficulty, float popIntent) { float num = Mathf.Clamp(popIntent, 0.25f, 3f); return 1f - (1f - baseDifficulty) * num; }


public static void DoTable_PopIntentRecruitDifficulty() { List<float> list = new List<float>(); for (float num = -1f; num < 3f; num += 0.1f) { list.Add(num); } List<float> colValues = new List<float> { 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f, 0.8f, 0.9f, 0.95f, 0.99f }; DebugTables.MakeTablesDialog<float, float>(colValues, (float d) => "d=" + d.ToString("F0"), list, (float rv) => rv.ToString("F1"), (float d, float pi) => PawnUtility.PopIntentAdjustedRecruitDifficulty(d, pi).ToStringPercent(), "intents");

Graphs

The below graphs assume an unmodified shooter using a Normal quality weapon.

Assault rifle's accuracy with various shooters without any trait.

Assault rifle's accuracy with various shooters with careful shooter.

Assault rifle's accuracy with various shooters with trigger-happy.