call of the bump
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#2
General Discussion / Re: Quick help needed
April 09, 2016, 08:14:33 PM
mac os el capitan, it didnt specify app, ust like when windows has no idea what format a game is, so does apple it seems
#4
General Discussion / Quick help needed
April 09, 2016, 11:31:08 AM
So i downloaded rimworld in my mac via mega- something-I dont-know and now it wont open because it needs an app. What should I install for this?
#5
Ideas / Re: Amputating things for meat
March 20, 2016, 11:21:42 PM
my dreams of opening a kfc to sell them to passing ships and caravans shall come true
#6
General Discussion / Your favorite backstory?
March 17, 2016, 03:37:12 PM
Please be specific, no "I like the ones that do not disable hauling" type of answers please
Chess master, no bad traits and +4 social +2 resesr h is decent imo
Fallen prodigy Construction: +2
Growing: +2
Research: +5
Social: -3
Medicine: +3
Crafting: +2
No warderning is acceptable
Hive world child
Growing: +1
Research: +1
Shooting: +3
Artistic: +1
Crafting: +1
But no firefighting :/
Winerunner
Melee: +2
Social: +2
Cooking: +2
Crafting: +2
No bad buffs
Colony settler
Construction: +4
Growing: +4
Mining: +4
No bad buffs either
There are more, but these are my favorites, how about everyone?
Chess master, no bad traits and +4 social +2 resesr h is decent imo
Fallen prodigy Construction: +2
Growing: +2
Research: +5
Social: -3
Medicine: +3
Crafting: +2
No warderning is acceptable
Hive world child
Growing: +1
Research: +1
Shooting: +3
Artistic: +1
Crafting: +1
But no firefighting :/
Winerunner
Melee: +2
Social: +2
Cooking: +2
Crafting: +2
No bad buffs

Colony settler
Construction: +4
Growing: +4
Mining: +4
No bad buffs either

There are more, but these are my favorites, how about everyone?
#7
General Discussion / Re: A few questions on everyones take on traits
March 16, 2016, 09:40:39 PMQuote from: Grimandevil on March 16, 2016, 04:01:18 PMQuote from: LeoTessa on March 16, 2016, 03:50:53 PMbecause of multiple beds.
Well, again, my best place is a hospital and im getting the "shared bedroom" problem for some wierd reason
I already know that, so im just taking the lightest consquence, after all, im not uninstalling my medical beds because theyre more useful when ready at all times, but thats the most impressive place.
Tynan better fix this, no colonists sleeps there and you still get a debuff :/
#8
General Discussion / Re: A few questions on everyones take on traits
March 16, 2016, 03:50:53 PM
Well, again, my best place is a hospital and im getting the "shared bedroom" problem for some wierd reason
Abbrasive for the night shift i guess
Abbrasive for the night shift i guess
#9
General Discussion / A few questions on everyones take on traits
March 16, 2016, 06:40:37 AM
What schedule do you guys (exactly) give to night owl colonists?
Would you do the same for abrasive ones to keep them off from most people?
Is a learning speed of a too smart, 0 fires better than a 1 fire colonist?
I have a jealous colonists and the best room is a hospital. since it has multiple beds in it, she obtains a shared bedroom debuff + interrupted sleep (cant ever get rid of that :/) if I transfer her somewhere else, she gets her jealousy debuff, what do you do in these situations?
Would you do the same for abrasive ones to keep them off from most people?
Is a learning speed of a too smart, 0 fires better than a 1 fire colonist?
I have a jealous colonists and the best room is a hospital. since it has multiple beds in it, she obtains a shared bedroom debuff + interrupted sleep (cant ever get rid of that :/) if I transfer her somewhere else, she gets her jealousy debuff, what do you do in these situations?
#10
Bugs / Costruction skill lowering while crafting?
March 06, 2016, 08:35:11 AM
I randomly decided to watch my main builders xp while he was crafting and his xp on building was lowering...
#11
General Discussion / Re: Newby with questions
March 03, 2016, 07:08:02 PM
well came back with another question, how am I supposed to aim the frag grenades? I can only seem to throw them at point blank range :/
#12
General Discussion / Re: Huge electricity problem
March 03, 2016, 07:07:22 PM
geothermal generators work too
#13
General Discussion / Re: Has colonist AI improved lately?
March 02, 2016, 05:23:37 AMQuote from: Fluffy (l2032) on February 24, 2016, 04:22:20 PM
Yeah, with the main difference being that a chess AI has one move to consider, so it can afford to evaluate the many thousands of possibilities of even thinking a few steps ahead. Even then, there's usually extensive training of neural networks to train the AI how to behave, within the very limited rules of chess.
Consider a game like Go. Google has recently made headlines (http://www.nature.com/news/google-ai-algorithm-masters-ancient-game-of-go-1.19234) by creating an AI that could beat the European champion (who by eastern standards is still an amateur), and is now going to take on the world grand master. There's more options in that game than there are atoms in the universe, because the board is just big.
Still, Go 'only' has a 19x19 grid. Sure, there's loads of intricacies involved, and RimWorld is probably not quite such a hard problem to train an AI for (note; read below for more thoughts on that). But consider there's dozens of pawns whose AI needs to update in real-time, as opposed to a single move being made every few seconds/minutes, and you'll start seeing the reasons why game AI's are generally more 'railroaded' (not to mention that Ludeon isn't exactly Google). As for weighing the situation, thats sortof there, in that pawns do consider priorities and distances when selecting jobs.
Thats not to say there's no improvements to be made, there's plenty of situations where a hardcoded 'if you're going to walk more than x distance, go see if you can carry something' or similar 'hacks' would be a huge help. It's just that for an AI to behave truly smart is an incredibly complex task - both in the coding required, and the calculations involved.
Extra thoughts;
I'm not at all sure simulation games are learnable by a neural network. You'd first have to make the AI understand how to interpret the game world, and then train it in what works and what doesn't. What's the outcome variable? Survival? Efficiency? How do you measure that? This has been done for old school arcade games (which have a very limited ruleset, and generally provide immediate feedback - e.g. you make a mistake, you die immediately. In RW, you make a mistake, you might die a year later. Thats very difficult for an AI to understand ).
I'm not sure it can be done for a simulation game - even if you had Google's nerds and cash to back you up. Perhaps when we have quantum computers.
Even more extra thoughts;
Your suggestion of economic value does have merit, and could probably work as one of the 'hacks' I mentioned. Still, actually considering the economic values of even a limited number of possible actions in real-time for dozens of colonists (and raiders + animals) is a fairly massive extra CPU burden if not railroaded to a considerable degree. Even more so if you're going to take into account opportunity costs - the 'loss' you're making by not doing another possibly more valuable task.
to clear a few errors up, go may only have one move per turn, but that didnt keep programmers from inferring 10+ moves ahead because computers are just that fast. The problem with that? You could trick the computer into optimal moves that then them their game.
Heck, the famous chess AI we have these days rely on a few pre saved games that where then used as saved data for the CPU, with that part done, the game was made to play thousands of matches by itself, acquiring more knowledge with every game and then calculating even better optimal moves
#14
General Discussion / Re: Has colonist AI improved lately?
March 02, 2016, 05:17:34 AMQuote from: porcupine on March 01, 2016, 06:25:27 PMQuote from: Fluffy (l2032) on March 01, 2016, 04:37:39 PM
The problem, like I tried to explain, and what I think Tynan's post also boils down to, is that common sense is very hard to implement - and potentially unwanted.
As stated, the existing behavior already breaks the rules. I've made my suggestion, it addresses these within the same level of reasonableness that the existing AI demonstrates, if Tynan doesn't want to implement for whatever reason, that's entirely his prerogative. Saying that it shouldn't happen, because colonists are pawns and should only do what they're told however is a moot argument, they already do something exactly along this line of behavior.
Why? They didn't used to in previous alphas, your guys would often work until they broke/finished the task. This changed, their orders were over-ridden by their needs, because people stopped and said "gee, well that's a huge pain in the arse, we really need to address that!"
it hardly breaks the rules, heck, is playing cleanly by them. He just programmed that the colonists adresss their basic needs after some point of stress. If common sense were to be actually programmed. Tynan would be creating our robot master race
#15
Ideas / Re: Your Cheapest Ideas
March 02, 2016, 05:12:15 AM
I agree with the cleaning robot, but more than that is just plain laziness