Quote from: orty on December 15, 2017, 10:43:49 AMQuote from: Edmon on December 15, 2017, 09:55:55 AM
All of the below could be added or made meaningful compared to movement:
> Room Size [Bigger, Nicer = Production Bonus(es)]
> Dedicated Purpose of Room
> Room Lighting
> Temperature of Room
> Dedicated Room next to but separate from another Dedicated Room (Kitchen, Next to Dining Room for example).
> Attractiveness of Room.
> Quality of tools, benches, etc in the room.
> Skill of the Pawn using the room (This is rewarded in terms of quality of item for items that have quality but not for quantity of items).
Other ideas:
> Less waste or bonus production for high quality rooms
> Penalties for things being in rooms that would actively harm each other (I.E. food production in the same room as mining drills. Which would of course, contaminate food with dust).
> Pawns making things in stacks, rather than per item, for things typically mass produced.
Note:
Many would say that some of the above affects production because it can affect pawn mood. But as long as the pawn doesn't have a mental break, production is unaffected. So you really need only do the minimum that is required to keep mood above a break level.
Regardless of indirect effects on mood, many of these things you've mentioned are already part of the game:
> Larger room sizes effectively mean fewer doors per walk distance, which speeds up movement.
> Dedicated purpose of room is up to the player to furnish efficiently, and if laid out well movement will be optimized as a result (which is essentially the whole point of the OP). Although, if optimization is the goal, why would you want to limit an entire room to only one function? That's a big waste of space and resources.
> Light level directly affects movement speed.
> Temperature affects work speed at tables.
> Temperature will affect movement and work speed (manipulation) if a pawn goes hypothermic or heatstrokey.
> Pawns working in rooms with dedicated uses innately benefit in movement speed from adjacency of dedicated rooms because of their beneficial dependent functions.
> Attractiveness of a room can bump a pawn working there into Inspired Work Speed or Inspired Movement Speed.
> Dirt, blood, etc. in kitchens (which can come from buildings like butcher's tables) contributes to the chance of food poisoning, which directly affects movement and work speed.
Like a few people have said before, this thread doesn't acknowledge the effects that the many levels of built-in depth in the game have on movement and work speed (among others), instead offering only an increase in value of base movement speed as the solution to the "flaw". The brilliance of this game is that these effects can be orchestrated by the player as described above, not clunkily prescribed ad hoc.
EDIT: And to the footnote note, with the introduction of Inspirations in B18, mood is no longer something that has only to be avoided at the low end to stave off mental breaks, but there are significant benefits from pumping colonists' moods as high as possible.
I don't know how to explain it to you other than this.
You can make a "perfect room" with all the bonuses you mention and if it involves more than a few tiles of movement, it will be less effective at producing (for example food) than a closet where a pawn does not have to move at all. Plus the pawn that doesn't have to move will be gaining skill faster, compounding the issue for the pawn that has to move.
The only exception is obviously, something like a mental break that'd interrupt production. But if the pawn loves the task, then that is unlikely to ever happen anyway.
Many of the things you've mentioned may "speed up pawns" and thus make movement faster, but that doesn't have any where near the impact of not having to move at all in the first place.