Ludeon Forums

RimWorld => General Discussion => Topic started by: Anan on December 31, 2018, 04:01:28 PM

Title: Haste Makes Waste?
Post by: Anan on December 31, 2018, 04:01:28 PM
We're 1.2 days from launch and relying on a system of 8 traps to protect our entry-way. That really saves ammo but there are a lot of chores to get through before the next raid shows up (averaging about one daily): rebuild traps, haul bodies, retrieve dropped items, repair damage to surroundings. We've also needed to cut trees, haul wood, put out fires, hunt & prepare food, eat and sleep. My habit has been to use double-time between attacks (and triple-time when everybody's sleeping) to avoid boredom... but then we started to get a lot of colonists trapping themselves by accident.  This became a real threat to our small colony's survival! Recently, I tried dialing back to single time for the hazardous parts of the job; although I have a small sample of three colonists working in the traps for several hours each, we've had no casualties so far. That made me wonder if running the game faster was causing the trap-avoidance algorithms to overload, leading to more accidents. Anybody have an opinion?
Title: Re: Haste Makes Waste?
Post by: dkmoo on January 02, 2019, 12:44:06 PM
my vote is that there is no difference between game speeds. just RNG working its magic.
Title: Re: Haste Makes Waste?
Post by: Shurp on January 02, 2019, 09:10:56 PM
If you enter devmode you can crank it up to speed '4' by hitting the 4-key.  This was disabled in regular play because apparently there were issues with pawn behavior.  I wonder if something in the latest pathfinding update caused those issues to spread to other speeds.