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 1: | Line 1: | ||
− | As of version 0.15.1284 (compiled September 2, 2016), I tested in-game that friendly colonists, the Yorkshire terrier (dog), and neutral visitors, don't detract from clearance (they have no effect). So I presume that the subject colonist also has no effect. And, that the threshold for the thought "Spacious interior", which gives +5 mood, is between 48 and 48.5. That is, 48.5 clearance grants the spacious thought, and 48 does not. I know that the number used to be different, the article was once correct, so it was changed in an update at some point. The [[Thoughts list#Spacious interior|thoughts page]] still uses the old numbers for spacious interior | + | As of version 0.15.1284 (compiled September 2, 2016), I tested in-game that friendly colonists, the Yorkshire terrier (dog), and neutral visitors, don't detract from clearance (they have no effect). So I presume that the subject colonist also has no effect. And, that the threshold for the thought "Spacious interior", which gives +5 mood, is between 48 and 48.5. That is, 48.5 clearance grants the spacious thought, and 48 does not. I know that the number used to be different, the article was once correct, so it was changed in an update at some point. The [[Thoughts list#Spacious interior|thoughts page]] still uses the old numbers for spacious interior, and it links to this page. As for the other comment here, there are 69 viewed tiles which influence clearance, not 100, again according to my in-game testing. It's all blocks within the current room within the radius [sqrt(20), 5.0). That is, the sight radius for clearance is >= sqrt(20) ~= 4.472136, and < 5.0. This is a 9x9 square with 3 tiles taken off of each corner (9*9 - 3*4 = 69). It's been a while since I was somewhat familiar with the code structure of this game, so I can't find the exact number right now, but you could say it's all tile centers less than 5.0 away. |
"Space" seems to have no mechanical relevance to the game at all, so perhaps the article is misleading. The thresholds for the "space" labels of "room stats display", they really don't mean anything. I didn't bother testing the thresholds for cramped, but know that up to 69 tiles contribute to clearance (tiles within a radius less than 5.0), and that 49 clearance total gives the "Spacious interior" thought, while 48 does not. 48.5 is also "Spacious", via 49 - 0.5 from an added standing lamp (but two lamps, 49 - 0.5*2 = 48, is not spacious). | "Space" seems to have no mechanical relevance to the game at all, so perhaps the article is misleading. The thresholds for the "space" labels of "room stats display", they really don't mean anything. I didn't bother testing the thresholds for cramped, but know that up to 69 tiles contribute to clearance (tiles within a radius less than 5.0), and that 49 clearance total gives the "Spacious interior" thought, while 48 does not. 48.5 is also "Spacious", via 49 - 0.5 from an added standing lamp (but two lamps, 49 - 0.5*2 = 48, is not spacious). | ||
Line 9: | Line 9: | ||
<br>I very roughly approximate, that SampleNumCells_Space is 69." | <br>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 | + | 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. Tiles which are not "standable" detract 1. Doors are not part of the room. Whether a tile slows you down to walk on makes no difference. |
− | |||
− | |||
− | |||
− | |||
[[User:Aru|Aru]] ([[User talk:Aru|talk]]) 02:45, 19 September 2016 (UTC) | [[User:Aru|Aru]] ([[User talk:Aru|talk]]) 02:45, 19 September 2016 (UTC) |