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RimWorld => General Discussion => Topic started by: Cazakatari on February 28, 2015, 11:22:07 PM

Title: "Pleasant environment"
Post by: Cazakatari on February 28, 2015, 11:22:07 PM
Sorry if this has been covered recently, I did try a forum search and couldn't find anything very specific.

I'm trying to figure out exactly how the pleasant environment buff works.  I read somewhere that carpet and colored lights can provide it so on my current colony I put carpet, colored lights, a potted plant, and several pieces of art in a big room.  Regardless, even when someone stands in the room for a while I never see anything other than spacious interior.

Can anyone enlighten me on this mechanic?  It seems at the moment most modifiers are binary, if they move too close to a corpse they automatically freak out, if they walk into a big room they're instantly happier but lose it as when they leave.  Is there a binary on or off condition to create a pleasant or ugly environment or is there a behind the scenes algorithm that factors the beauty of every square around them? (Yes I know about the beauty button, I'm using it but still can't figure out how to give pleasant environment)
Title: Re: "Pleasant environment"
Post by: Aenir on February 28, 2015, 11:23:42 PM
Click on the icon that looks like a face in the bottom right.

That shows you the beauty of the tiles visible to a pawn at your cursor and the average beauty of the area.
Title: Re: "Pleasant environment"
Post by: Cazakatari on February 28, 2015, 11:28:27 PM
I know, I've been using that but having multiple ''beautiful'' objects around doesn't seem to do anything, I see the numbers but I'm trying to figure out what gives the positive mood
Title: Re: "Pleasant environment"
Post by: Aenir on February 28, 2015, 11:30:49 PM
The mood is based on the average of the tile they are currently standing in.
Title: Re: "Pleasant environment"
Post by: Cazakatari on February 28, 2015, 11:36:03 PM
how many tiles?  If this is the case then carpet and colored lights are worthless, is that supposed to be the case?
Title: Re: "Pleasant environment"
Post by: Aenir on February 28, 2015, 11:38:49 PM
The beauty display shows only the tiles that affect the tile the cursor is hovering over.

Carpets look nice, but if they're covered in blood, dirt, and vomit, the area is probably still ugly.
Title: Re: "Pleasant environment"
Post by: deslona on March 01, 2015, 03:36:10 AM
At what point(s) do the sum total of the environment change the mood(s)?
Unpleasant = x to y total etc etc?
Title: Re: "Pleasant environment"
Post by: Panzer on March 01, 2015, 11:51:06 AM
Dunno exactly, but somewhere around 3.5-4.5 you already get the "pleasant environment" bonus, havent paid enough attention to it.
Title: Re: "Pleasant environment"
Post by: tommytom on March 01, 2015, 01:05:36 PM
Keep in mind that smoothed stone is "prettier" by game logic, even if it's ugly to you and carpet over smoothed stone is actually worse.

I never noticed a difference in moods, so I just carpeted everything despite the games logic of beauty loss.
Title: Re: "Pleasant environment"
Post by: Aenir on March 01, 2015, 02:24:30 PM
I believe you get pleasant environment at 3.5 and very pleasant environment at 10.  It would make sense if ugly/very ugly were at -3.5 and -10.
Title: Re: "Pleasant environment"
Post by: Cazakatari on March 01, 2015, 04:06:18 PM
The average number where you point with the beauty tool was so faint I couldn't see it before, so at least I have that cleared up.

I guess my problem is that carpet and colored lights are pretty worthless

Title: Re: "Pleasant environment"
Post by: MsMeiriona on March 01, 2015, 09:19:07 PM
unfortunately, the beauty bonus for carpet(2), really any floor, is less than smoothed stone(3), which requires only work without materials, making carpets a useless item to research. The beauty bonus for carpets really needs to be bumped up.

Unless I'm not remembering correctly.

...also I don't think there's any beauty bonus for coloured lights.
Title: Re: "Pleasant environment"
Post by: Eleazar on March 01, 2015, 10:08:27 PM
Carpets used to be the prettiest floor in A8, but in A9 they are the same as everything else (that i've checked) a 2.  Smoothed stone alone is a 4.
Title: Re: "Pleasant environment"
Post by: warden on March 02, 2015, 07:46:44 AM
The floors could use some balancing. I think walls should give bonus/penalty too, wooden and marble (or any stone) walls for example ought to be nice to look at, while a steel wall, even if smooth and even, would look rather dull and gloomy to my eyes anyway. Likewise pure rock walls make any snug mountain base look like a tribal cave and thus should have the largest negative value.
Title: Re: "Pleasant environment"
Post by: EscapeZeppelin on March 02, 2015, 08:39:57 AM
Quote from: warden on March 02, 2015, 07:46:44 AM
The floors could use some balancing. I think walls should give bonus/penalty too, wooden and marble (or any stone) walls for example ought to be nice to look at, while a steel wall, even if smooth and even, would look rather dull and gloomy to my eyes anyway. Likewise pure rock walls make any snug mountain base look like a tribal cave and thus should have the largest negative value.

I'd like to see this. It would give you more reason to acquire and build with precious metals too besides just for trade.
Title: Re: "Pleasant environment"
Post by: MsMeiriona on March 02, 2015, 03:42:56 PM
Quote from: Eleazar on March 01, 2015, 10:08:27 PM
Carpets used to be the prettiest floor in A8, but in A9 they are the same as everything else (that i've checked) a 2.  Smoothed stone alone is a 4.
4? are you freaking kidding me?

...that's it. I'm going in and tweaking beauty for carpets. It requires how many cloth per tile? 5. Ok. Tweaked my own core TerrainDefs so that since it requires 5 cloth it give 5 beauty.