Well, there is some messy math going on. I hope you can forgive me adding your very nice screenshot to my older bug report.
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#17
Bugs / Re: [A17] Rounding (error?) during body part efficiency calculation
June 06, 2017, 05:12:56 PM
Just found this screenshot today in another thread.

Added together, the wounds amount to 34.53 points, which would leave 5.47 points for body part efficieny.
5.47 / 40 = 13.675% body part efficiency.
Minus the infection, this should leave the torso at 3.675% efficiency, so definitely not quite dead yet.
So, how does the game come to the conclusion that the torso has only 4 points left, instead of the 5.47 I calculated?
My best guess (and only reasonable explanation I can think of) is as follows:
The game sums the wounds in each group, rounds those values up, and subtracts those rounded values from the total.
In this case:
Bites: 3.88 + 2.54 + 3.88 = 10.3, rounded up to 11
Right paw scratches: 2.88 + 3.52 + 3.45 + 2.88 + 2.52 = 15.25, rounded up to 16
Left paw scratches: 2.76 + 3.46 + 2.76 = 8.98, rounded to 9
In total: 40 - 11 - 16 - 9 = 4, so 4/40 = 10% efficiency (this value would normally be rounded, too!)
Minus the 10% efficiency impairment from the infection, this leaves the colonist at 0% body part efficiency = dead
Possible fixes:
Note that currently, the "rounding error" gets larger the more different kind of wounds a colonist gets. So two scratches, one from a left claw and one from a right claw, are worse than 2 scratches from the same claw half of the time. Even stronger example: A colonist with 10 wounds in his torso à 3.1 damage each would live (if they are split in at most 6 different groups) or die (7 or more different groups) depending on what type of wound he received. I don't think it should matter that much whether a wound was created through a bite, a front left paw or a stray bullet...
Added together, the wounds amount to 34.53 points, which would leave 5.47 points for body part efficieny.
5.47 / 40 = 13.675% body part efficiency.
Minus the infection, this should leave the torso at 3.675% efficiency, so definitely not quite dead yet.
So, how does the game come to the conclusion that the torso has only 4 points left, instead of the 5.47 I calculated?
My best guess (and only reasonable explanation I can think of) is as follows:
The game sums the wounds in each group, rounds those values up, and subtracts those rounded values from the total.
In this case:
Bites: 3.88 + 2.54 + 3.88 = 10.3, rounded up to 11
Right paw scratches: 2.88 + 3.52 + 3.45 + 2.88 + 2.52 = 15.25, rounded up to 16
Left paw scratches: 2.76 + 3.46 + 2.76 = 8.98, rounded to 9
In total: 40 - 11 - 16 - 9 = 4, so 4/40 = 10% efficiency (this value would normally be rounded, too!)
Minus the 10% efficiency impairment from the infection, this leaves the colonist at 0% body part efficiency = dead
Possible fixes:
- Delay rounding after all group values have been subtracted, in this case:
40 - 10.3 - 15.25 - 8.98 = 5.47, rounded down (since we subtracted) to 5.
This would in turn allow this colonist to survive with currently 3% (2.5% rounded up) torso efficiency.
This way, at least some of the pains of rounding (pun not intended) can be minimized, as some of the more extreme cases of the current rounding behavior get treated a bit fairer. - Defer rounding (if at all) until the end of the efficiency calculation. Might require additional rounding steps when displaying values (so might be more work to fix), but would also mean that we can rather easily infer the correctness of the displayed values (if I get shown values with 2 digits precision after the decimal point, I kind of expect that's the precision the game treats those values).
Note that currently, the "rounding error" gets larger the more different kind of wounds a colonist gets. So two scratches, one from a left claw and one from a right claw, are worse than 2 scratches from the same claw half of the time. Even stronger example: A colonist with 10 wounds in his torso à 3.1 damage each would live (if they are split in at most 6 different groups) or die (7 or more different groups) depending on what type of wound he received. I don't think it should matter that much whether a wound was created through a bite, a front left paw or a stray bullet...
#18
General Discussion / Re: Need some exact figures for a point-based character creation system.
June 06, 2017, 02:25:53 PMQuote from: Limdood on June 06, 2017, 02:17:24 PMQuote from: Bozobub on June 06, 2017, 01:21:44 PMI saw no mention in the original post that this would be a mod. If it was implied, it was not implied very clearly. I reread the first post to double check and still didn't see anything about it being a mod (though this doesn't mean much, if i read something once, i tend to read it the same way, with the same mistakes, on subsequent read-thrus)
Since this would be a mod, I don't see the problem at all. If you want something like Prepare Carefully but a little different, here ya go. If you prefer random pawns (like I do), then simply don't use this mod.
Every once in a while, I think this would be a fun "side-game", where I don't really count the results but it's not quite cheating either ^^' .
Well, to quote:
Quote from: Sola on June 05, 2017, 05:12:38 PMIt's (at least currently) not even about creating a mod, more like basic research to get the basic concept nailed down.
What I'm interested in is making an excel spreadsheet that allows for the generation of a pawn from scratch using a points system.
#19
General Discussion / Re: "Construction failed" is getting ridiculous now
June 06, 2017, 12:47:47 PMQuote from: YokoZar on June 05, 2017, 04:46:56 AMThey already do affect both speed and chance.
Vision and manipulation should probably affect construction speed, not success chance.
Funny trivia: Even a totally blind colonist with no arms can still have up to 49% construction chance (he just can't build anything...). Give him 1% manipulation, and he can build something with a chance of up to 49.21% (depending on skill level), but it will take him ages to do so (125 times as long as if he were completely healthy).
#20
General Discussion / Re: Need some exact figures for a point-based character creation system.
June 06, 2017, 11:20:58 AM
My measurements on body function influence on colonist work:
Note that consciousness doesn't influence any of those statistics directly, however it does affect Manipulation.
Measurements were taken on 5 colonists, each a 18 year old punk. Skills were set at 5 different levels (0, 5, 10, 15 and 20), and measurements of statistics were taken under these circumstances: completely health, no eyes, no arms, anesthetic, no right eye + no right arm (for verification).
Usage:
Final value = Start value x Sight factor x Manipulation factor
Example: Construction success chance, 100% Start value, 90% Manipulation, 70% Sight
Final value = 100% x (0.7 + 0.3 x 0.7) x (0.7 + 0.3 x 0.9) = 100% x 0.91 x 0.97 = 88.27%
@Limdood: The point of a point-buy system (pardon the pun) is that you have to pay for what you get.
If you want to specialize a colonist so he can only cook, fine. He'll be doing great when he can cook, but be useless during raids, or the first few days where you don't have much of a food supply.
That is a trade-off that can be balanced around, and it limits the creation of super pawns.
I for one can't play with prepare carefully - my pawns inadvertently end up too strong, because I always try to optimize my pawns and lack the self control to balance them appropriately. But with a point-buy system (or something similar) I don't get freebies anymore: If I want a specialized cook, I can still have it, but I will have to pay for it (in form of other skills/traits/background/...). Now I have a pawn with inbuilt weaknesses that I have to play around. That is what makes this game fun (to me, at least) - and I wouldn't have to reroll pawns for ages until I get an acceptable cook.
Statistic | Sight factor | Manipulation factor | Notes |
Animal gather speed | (0.5 + 0.5 x Sight%) | Manipulation% | |
Animal gather yield | (0.8 + 0.2 x Sight%) | (0.7 + 0.3 x Manipulation%) | |
Brewing speed | (0.7 + 0.3 x Sight%) | Manipulation% | |
Butchery efficiency | (0.6 + 0.4 x Sight%) | (0.1 + 0.9 x Manipulation%) | Final value capped at 100% (upper bound) |
Butchery speed | (0.6 + 0.4 x Sight%) | Manipulation% | |
Construct success chance | (0.7 + 0.3 x Sight%) | (0.7 + 0.3 x Manipulation%) | Value capped at 100% (upper bound), factors apply after cap |
Construction speed | (0.8 + 0.2 x Sight%) | Manipulation% | |
Cooking speed | (0.7 + 0.3 x Sight%) | Manipulation% | |
Drug production speed | (0.4 + 0.6 x Sight%) | Manipulation% | |
Food poison chance | 1 | 1 | |
Mechanoid disassembly efficiency | (0.6 + 0.4 x Sight%) | (0.1 +0.9 x Manipulation%) | Final value capped at 100% (upper bound) |
Mechanoid disassembly speed | (0.6 + 0.4 x Sight%) | Manipulation% | |
Mechanoid operation success | (0.6 + 0.4 x Sight%) | Manipulation% | I assume final value is capped at 100% (upper bound) |
Medical operation speed | (0.3 + 0.7 x Sight%) | Manipulation% | |
Medical surgery success chance | (0.6 + 0.4 x Sight%) | Manipulation% | I assume final value is capped at 100% (upper bound) |
Medical tend quality | N/A | N/A | Non-linear |
Medical tend speed | (0.2 + 0.8 x Sight%) | Manipulation% | |
Mining speed | (0.5 + 0.5 x Sight%) | Manipulation% | |
Mining yield | (0.8 + 0.2 x Sight%) | (0.7 + 0.3 x Manipulation%) | Final value capped at 100% (upper bound) |
Plant harvest yield | (0.8 + 0.2 x Sight%) | (0.7 + 0.3 x Manipulation%) | Value capped at 100% (upper bound), factors apply after cap |
Plant work speed | (0.7 + 0.3 x Sight%) | Manipulation% | |
Repair success chance | (0.8 + 0.2 x Sight%) | (0.7 + 0.3 x Manipulation%) | Value capped at 100% (upper bound), factors apply after cap |
Research speed | (0.5 + 0.5 x Sight%) | (0.5 + 0.5 x Manipulation%) | |
Sculpting speed | (0.75 + 0.25 x Sight%) | Manipulation% | |
Smelting speed | (0.7 + 0.3 x Sight%) | Manipulation% | |
Smithing speed | (0.4 + 0.6 x Sight%) | Manipulation% | |
Smoothing speed | (0.7 + 0.3 x Sight%) | Manipulation% | |
Stonecutting speed | (0.7 + 0.3 x Sight%) | Manipulation% | |
Tailoring speed | (0.4 + 0.6 x Sight%) | Manipulation% |
Note that consciousness doesn't influence any of those statistics directly, however it does affect Manipulation.
Measurements were taken on 5 colonists, each a 18 year old punk. Skills were set at 5 different levels (0, 5, 10, 15 and 20), and measurements of statistics were taken under these circumstances: completely health, no eyes, no arms, anesthetic, no right eye + no right arm (for verification).
Usage:
Final value = Start value x Sight factor x Manipulation factor
Example: Construction success chance, 100% Start value, 90% Manipulation, 70% Sight
Final value = 100% x (0.7 + 0.3 x 0.7) x (0.7 + 0.3 x 0.9) = 100% x 0.91 x 0.97 = 88.27%
@Limdood: The point of a point-buy system (pardon the pun) is that you have to pay for what you get.
If you want to specialize a colonist so he can only cook, fine. He'll be doing great when he can cook, but be useless during raids, or the first few days where you don't have much of a food supply.
That is a trade-off that can be balanced around, and it limits the creation of super pawns.
I for one can't play with prepare carefully - my pawns inadvertently end up too strong, because I always try to optimize my pawns and lack the self control to balance them appropriately. But with a point-buy system (or something similar) I don't get freebies anymore: If I want a specialized cook, I can still have it, but I will have to pay for it (in form of other skills/traits/background/...). Now I have a pawn with inbuilt weaknesses that I have to play around. That is what makes this game fun (to me, at least) - and I wouldn't have to reroll pawns for ages until I get an acceptable cook.
#21
General Discussion / Re: "Construction failed" is getting ridiculous now
June 06, 2017, 04:59:44 AMQuote from: Listy on June 06, 2017, 03:55:24 AM6 failures over 17 tiles (assuming no retries) with a 90% construction success rate should happen in around 2.34% of all cases (if my math is correct), so it's definitely plausible (especially with such a low sample size).Quote from: eadras on June 05, 2017, 12:06:59 PM
Checked a few of my healthy constructors' success rates. Skill 13 was 100%, skill 5 was 93%. So yeah, the issue the OP seems to be having is the weighting of manipulation, sight, and consciousness into the failure rate. That's a valid argument, especially given how easily and frequently fingers and eyes are damaged in A17.
I think the issue here is failure rate. I mean the Screen shot I posted earlier, two builders with a failure rate of 90% and 93% building a 17 tile long wall and they failed six or so times. That looks like there's something messed up in the code.
Guess I'll have to test it.
The screenshot in that post only shows 5 failures, assuming no retries on failure that works out to a chance of around 5.75%.
Those numbers (5 or 6 out of 17) don't feel like a 90% success rate, but it's possible that these results are just a stroke of bad luck.
#22
General Discussion / Re: Need some exact figures for a point-based character creation system.
June 05, 2017, 07:14:10 PMQuote from: Sola on June 05, 2017, 05:12:38 PM
-Is there a way to find out how much time a pawn has spent moving in a day? (More specifically, how much time is spent walking/working/resting)
Well, one could write a mod that records these kinds of stats as needed. But for a rough guess you could take a look at the detailed character sheet (category: Records), tracking the differences over some days.
Quote from: Sola on June 05, 2017, 05:12:38 PM
-Is there a list that shows exactly how much each body function (consciousness/sight/manipulation etc) have on each action taken by a pawn?
None that I know of (the wiki might have some information, but I don't think its complete). Could of course be measured with dev mode, detailed character sheet (Stats) and calculating differences... I think those proportions should be mostly linear anyways (like: 0%-100% manipulation maps to a 70%-130% construction speed factor, multiplied with all other influencing factors, or something along those lines).
PS: Now you actually got me interested in this as well... time to polish my excel skills and getting used to "Prepare carefully"...
#23
General Discussion / Re: "Construction failed" is getting ridiculous now
June 04, 2017, 02:54:35 PMQuote from: Listy on June 04, 2017, 12:17:54 PMEyes can be damaged in multiple ways. Being near- or farsighted is just a natural deficiency that works differently than, say, having a big scar right on your eyeball or being unable to move your eyeball because the muscles for doing so have been irreparably damaged.Quote from: Perq on June 04, 2017, 11:19:38 AM
Is he fully healthy, tho? My lvl ~18 constructor turned from super-fast and fail-safe into slow and sloppy after losing his eye.
As someone who has very little vision in one eye (Can just about read the letter on the top row of an eye chart), and an eye hand coordination problem, anyone want to explain to me how come I can build small, fine detail, models with out failing 1/5 times or so it seems?
That said, having a fully functional other eye, a human can still see quite a lot (through 3D vision gets a bit quirky without input from both eyes). It most likely will still have some repercussion on perception in some ways. Yes, when nearsighted you are still fine doing miniature models, but you will most likely have problems when doing stuff at a distance (say, ball catching or archery) - at least I do, even with glasses, and my vision is poor enough that I can't read from my screen unless squinting hard without glasses.
Quote from: Listy on June 04, 2017, 12:17:54 PM
Also I must have had constructors take damage before, how come I've never noticed it before?
In A17, the likelihood of smaller/inner body parts being damaged got increased by a lot (I think at least doubled in most cases), so those parts getting hit is now a lot more common than before.
#24
Bugs / Re: Skill improvements when crafting medicine
June 03, 2017, 08:54:36 AMQuote from: drunetovich on June 03, 2017, 03:55:07 AM
Doing any crafting job do not improve crafting skill at all
You're overgeneralizing. Stonecutting improves Construction, most drug jobs (IIRC except the one for smokeleaf joints) improve intellectual.
The other crafting jobs still improve crafting (otherwise there would be no way to increase the skill).
#25
Bugs / [A17] Rounding (error?) during body part efficiency calculation
June 01, 2017, 07:31:16 PM
Inspired by this post I took a look at the calculation of body part efficiencies. In there a colonist died because his torso reached 0% efficiency, even though it should have been 0.0555...% efficiency.
After doing some quick tests, it seems that body part efficiency gets rounded to the next percentage, and that value is then used for comparison. This is sometimes beneficial (if it rounds up), but can also be detrimental to colonist health (they might die due to this rounding behaviour).
This means, a colonist dies when his torso or head efficiencies get lower than 0.5%!
This does seem a bit inconsistent, as body part health seems to be correctly calculated for at least up to 2 digits after the decimal point.
In the attached screenshot, the torso efficiency should be: 100% - 70% - 7.5% (3/40 body part health) = 22.5% -> get rounded up to 23%
In the linked post in the second screenshot, the torso efficiency should be: 100% - 70% - 29.9444... (10.78 / 36 body part health) = 0.0555...% -> get rounded down to 0%, colonist died
While it might be convenient to round these values for display, they shouldn't be rounded for gameplay calculations, as that might seem a bit unfair under specific conditions.
[attachment deleted by admin due to age]
After doing some quick tests, it seems that body part efficiency gets rounded to the next percentage, and that value is then used for comparison. This is sometimes beneficial (if it rounds up), but can also be detrimental to colonist health (they might die due to this rounding behaviour).
This means, a colonist dies when his torso or head efficiencies get lower than 0.5%!
This does seem a bit inconsistent, as body part health seems to be correctly calculated for at least up to 2 digits after the decimal point.
In the attached screenshot, the torso efficiency should be: 100% - 70% - 7.5% (3/40 body part health) = 22.5% -> get rounded up to 23%
In the linked post in the second screenshot, the torso efficiency should be: 100% - 70% - 29.9444... (10.78 / 36 body part health) = 0.0555...% -> get rounded down to 0%, colonist died
While it might be convenient to round these values for display, they shouldn't be rounded for gameplay calculations, as that might seem a bit unfair under specific conditions.
[attachment deleted by admin due to age]
#26
General Discussion / Re: Dying to infection prior to 100%?
June 01, 2017, 05:11:42 PMQuote from: DariusWolfe on June 01, 2017, 04:45:34 PMMy guess for the rounding error would be the efficiency calculation at the end (0.0555...% down to 0%).
I would assume that displayed percentage values are rounded, yeah; I'd guess the 70% is rounded down from something, rather than the .02 efficiency being rounded down to 0, but I could easily be wrong; It could be that all effective percentages are rounded to the nearest whole percentage.
Quote from: DariusWolfe on June 01, 2017, 04:45:34 PM
I wouldn't mind looking into the math on how infection percentage translates into the effective values listed under it. How does 87% infection mean 70% infection, or 85% pain?
EDIT: Made a bug report about this rounding issue, maybe this gets fixed

#27
General Discussion / Re: Dying to infection prior to 100%?
June 01, 2017, 04:33:45 PM
Actually, after thinking about it for a while, there should be the equivalent of 0.02 health left for the torso, unless the 70% are rounded (down).
Question for Tynan: Is this working as intended, or is there some rounding error?
Math:
(I'll keep everything in the same health units the torso uses, so 36 is max)
The infection causes -70% efficiency, that should be equivalent to: 0.7 * 36 = 25.2
The gunshot did 10.78 damage.
Health left: 36 - 25.2 - 10.78 = 0.02
(Converted to efficiency, that would be 0.0555...%, which would round down to 0%. Maybe that is the case here?)
PS: Yes, that would imply the colonist died to a rounding error...
Question for Tynan: Is this working as intended, or is there some rounding error?
Math:
(I'll keep everything in the same health units the torso uses, so 36 is max)
The infection causes -70% efficiency, that should be equivalent to: 0.7 * 36 = 25.2
The gunshot did 10.78 damage.
Health left: 36 - 25.2 - 10.78 = 0.02
(Converted to efficiency, that would be 0.0555...%, which would round down to 0%. Maybe that is the case here?)
PS: Yes, that would imply the colonist died to a rounding error...
#28
General Discussion / Re: Dying to infection prior to 100%?
June 01, 2017, 04:20:11 PMQuote from: DariusWolfe on June 01, 2017, 04:13:28 PMIf you look at the second screenshot, it actually says "Efficiency: 0%" for the Torso.
This is a common misunderstanding. If you look at the torso, you've got an extreme infection and a gunshot; Between those two, it probably reduced the torso's functionality to 0% which is enough to kill.
Your pawn died of a combination of the infection and other wounds. It's the sort of thing that actually happens, too; Infection and bloodloss can be mostly under control, but a patient can still die due to shock or organ failure.
#29
General Discussion / Re: I want to hear about exploit strategies!
May 31, 2017, 08:15:45 AM
@Mattk50: Couldn't reproduce your kitchen setup in A17 (had to replace the wall between the 2 ingredient stockpiles with a door, which makes that way less exploit-y). What is your setup for the tile the colonist is standing on? If I had to guess, it's a stockpile for meals and a dining chair, but I'm not sure (and that's the only major detail I don't get from your screen shot)
#30
General Discussion / Re: Ambrosia
May 30, 2017, 05:22:18 AM
Completely luck dependent. I had a game where I had 3 ambrosia sprout events in the first quadrum, and another where I didn't get to see any ambrosia for the first 2 or 3 years...