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Messages - Mufflamingo

#151
Ideas / Re: Rain ought to make plants grow faster
July 22, 2017, 12:15:22 AM
It should change the temparature too. Really.
#152
Quote from: NalaAddict on July 21, 2017, 05:41:48 PM
This...is ... exactly..what..I just hit google up for.  I was 'so' tired of the drab apparel.  Saw someone mention this in an old thread elsewhere...found it...and..saw pink clothes too, and that's all I needed to see.  My colony is called the Pink Prophets...and they look like they came out of a 50s black and white tv show :p   This will be the first 'mod' that I actually use.  I wasn't going to use mods yet, as it's a first playthrough ...but this one will be the exception.  Thanx

But this mod doesn't guarantee pink apparels. It just adds apparel. The color still comes from the materials used. ;D

But I recommend using this mod and change dresser mod so you can customize the colors of your clothes. :)
#153
Quote from: dkmoo on July 21, 2017, 10:06:16 PM
@ OP - sorry mate, the most "optimal" planting layout is actually no roads at all and this is why:

You can't look at travel time between road vs dirt in isolation to determine how to maximize efficiency in your farm. the most "efficient" farm is measured by having the most amount of food hauled into your storage with the least amount of time and area. Under this premise, the more appropriate question to consider is "how much of the time saved from traveling faster on road vs dirt that could be converted to additional food yield in terms of extra growing time (under the assumption that during travel time plants do not grow) would make up the yield lost from giving up a farmable tile for road." Viewed this way, one can quickly realize how much of a waste having road is:

For Ex: assume a typical 20x20 farm. even having a very "minimal" 10 tile road that goes from the edge to the middle of the farm would mean a 2.5% reduction in total yield for the area (10/400). However a 10-tile road only saves about 1110 ticks of travel time per harvest:
    Math: 1) standard walk speed is about 5 tiles/second, or 5 tiles/60 ticks, or 12 ticks per tile
             2) walk speed differential between road and dirt is about 13% (100% - 87%). Factoring in the round trip, you are looking about 25% travel time savings for a given distance
             3) over 10 tiles, thats 12 x 25% x 10 = 30 ticks per trip
             4) for a rice farm (more on why using rice below), 20x20 produces a maximum of 2800 units of rice, that's 37 hauling trips, @ 30 ticks of time saved per trip = 1110 ticks of total travel time saved per harvest.

So, for a 20x20 map, you saved 1100 ticks of growing time, which even if you apply it to the fastest growing crop, rice, which takes 180,000 ticks to grow (2,500 ticks/game hour x 24 game hours/day x 3 days of growing time per harvest = 180,000 ticks). resulting in 0.6167% increase in yield. Therefore, you lost 2.5% of yield by having that 10 tile road for about a 0.6% gain in yield from faster travel time.

You might argue that by having larger plots would make having road worth it because it'll be longer travel time and you lose a smaller % to the road b/c your overall area is larger - that is true. so lets see what happens when we double the plot to 40x40 with the same single tile road to the middle of the farm (20 tiles long)

% of yield lost due to less farmable tile: 20/1600) = 1.25%.
% of yield gained due to faster travel time over 20 tiles of road: 12 ticks/tile x 20 tiles x 25% travel time saved x approx 150 hauling trips (11000 rice over the area/75 rice per haul) / 180,000 ticks per rice harvest = 2.5%

looks like in this scenario, the % yield gain more than made up for the % yield lost. In fact, in this set up of having a single road to the middle of the farm has a "break even" size of about 30x30 when it "appears to be worth it to have a road.

Does that mean you should use road for plots larger than 30 x 30? not quite - keep in mind that the calculations above used some VERY pro-road assumptions: 1) traveling to all points of the farm goes thru this 1 strip of road, thus maximizing the value of the travel time saved. 2) crop does NOT grow while pawn is traveling (bc the planter needs to get there to plant it, and planter only goes back AFTER crop reaches 100%). 3) used only rice - the fastest growing crop and one of the most "haul intensive" in terms of units produced per tile 4) ignored the time it takes to plant/harvest, 5) used only 1 strip of road to the middle of the farm. In a real game situation, none of these assumptions hold 100% of the time 1) pawns may not even travel the full length of the road, or even at all, if it's closer to the edge 2) in "resowing" situations, the harvest and resow happens in 1 trip so "time saved" from those trips is only 12.5%, not 25%. 3) anything that takes longer than rice, or less haul intensive,  will give you a even smaller % of yield saved from travel time, especially if it doesn't give you more hauling trips (for more times saved) from having more units produced per tile - ie heal root or devilstrand. 4) Including harvest/sowing time would increase the denominator in our %, making the time saved yield even smaller. 5) building any more roads to increase yield from travel time saved would only further decrease the yield from the loss of farmable area.

I know this is a LONG post to read but hopefully ive laid out some of factors you should consider (and choose to not build roads)


My nose just bled.
#154
If your problem is cleaning roads, then use rainbeau's terraforming mod. It allows yoi to build packed dirt roads. It doesnt get dirty, it gives you 93% movespeed, and gives you that natural feel. Because using stone tiles or concrete on a farm is not nice to look at. Well at least for me. ;D

Here's a screenshot of my farm. Its not that big, but more than enough to feed my colonists. It's more of a large garden rather than a farm. I put packed dirt roads from rainbaeu's fertile fields to serve as roads. And its just beside my food warehouse. I also put a fence from Medieval times to keel those pesky critters out.

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#155
You know my pain.  :'(

Btw. There's a mod called locked door. You can just build it on the first door of the house and set who can open it. You can assign anyone or just one person or a couple. I do it for my houses.  ;D
#156
General Discussion / Re: Pathing? Stupid colonists?
July 20, 2017, 01:42:38 PM
Quote from: jamaicancastle on July 20, 2017, 10:34:18 AM
Normally I would say doors, except it clearly has to go through a door to go outside...

My guess is a) weird mod interactions, or b) maybe it an anti-cabin fever method?

She goes left path, she needs to go through an open door, a fence (medieval times mod) and another closed door.

Right path goes straight to the kitchen. ;D

So weird.
#157
General Discussion / Re: Pathing? Stupid colonists?
July 20, 2017, 09:06:44 AM
Seriously? She did that because of the dirt? Omgad. Hahahaha. Well, I better start cleaning. Thanks tho. ;D
#158
General Discussion / Pathing? Stupid colonists?
July 20, 2017, 08:40:49 AM
Are pawns plain stupid or what?

[attachment deleted by admin due to age]
#159
Outdated / Re: [A17] Space Worms 0.1 (Beta)
July 18, 2017, 01:27:34 AM
Can we harvest the larvae and inject it to prisoners.

Or make a bomb out of the larvae and throw it on those annoying siegers.
#160
Quote from: rambo on July 17, 2017, 07:19:03 PM
the Rimsenal hair doesn't work with this mod

They said its ontheir to-do list!
#161
Rimsenal hairpack compatibility please.  ;D
#162
Releases / Re: [A17] Psychology (2017-7-16 v2)
July 17, 2017, 03:51:57 AM
I always say its going to be fine if a robbery starts, I can kill the robber before he makes a move.

It happened to me and I was forced to give my money to him and let me go. Nearly pissed my pants.

Sometimes not all you have in mind is the thing you will do when that situation occurs.
#163
General Discussion / Re: Map Size
July 17, 2017, 03:48:21 AM
Quote from: Mr.Cross on July 16, 2017, 10:37:33 PM
Quote from: Mufflamingo on July 16, 2017, 08:00:46 PM
I always play default. Largest lags on late game on my computer. ;D
I never get that far  ;D

I always restart a new game after 3-5 years. Hahaha. I never even launched a colonist to space in a normal playthrough.
#164
General Discussion / Re: Map Size
July 16, 2017, 08:00:46 PM
I always play default. Largest lags on late game on my computer. ;D
#165
Ideas / Re: Horses please.
July 16, 2017, 10:33:38 AM
Quote from: Thirite on July 15, 2017, 08:51:51 PM
They are a part of the AnimalCollabProject ^^ (but they use vanilla hauling mechanics)

https://github.com/XenEmpireAdmin/AnimalCollabProjectA17

Just WOW. I never knew there's a mod that adds tons of animals in the game! Okay. Thanks! Gonna download this right now!

But still, I like the idea of training horses or other animals to become professional haulers, I mean they should have saddles and carry tons of materials on their back! ;D