Hybrid Rooms?

Started by Barley, August 23, 2015, 12:31:16 PM

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Barley

Is it possible to build "Hybrids" of two different rooms? For example, I like making a single, beautiful area for my colonists to congregate when idle, eating, or playing. This maximizes the benefit gained from social activities while minimizing the cost of decorating rooms with statues and flooring.

In Alpha 12, this would mean the room is both a dining room and a rec room. Can the game understand the duel functionality of such a room?

chaouki

#1
Quote from: Barley on August 23, 2015, 12:31:16 PM
Is it possible to build "Hybrids" of two different rooms? For example, I like making a single, beautiful area for my colonists to congregate when idle, eating, or playing. This maximizes the benefit gained from social activities while minimizing the cost of decorating rooms with statues and flooring.

In Alpha 12, this would mean the room is both a dining room and a rec room. Can the game understand the duel functionality of such a room?

I'm not sure I understand what you mean. I always replace the chairs at the table with armchairs after some time which causes them to get the better comfortable bonus while eating or relaxing. Would that be the dual functionality you are talking about?

edit:
Now I know what you mean as I just read the changelog of the new version for the first time. Silly me... Can't help you with this though :(

ison

Rooms can have only 1 role assigned. The disadvantage of having hybrid rooms is that colonists won't get impressive rec room thoughts if they do joy activities in rooms other than rec room. The same applies to eating in dining room. Originally this was to avoid situations where someone who eats in, for example, impressive workshop would enjoy eating there as much as someone who eats in impressive dining room.

CheeseGromit

Quote from: ison on August 23, 2015, 04:10:29 PM
Rooms can have only 1 role assigned. The disadvantage of having hybrid rooms is that colonists won't get impressive rec room thoughts if they do joy activities in rooms other than rec room. The same applies to eating in dining room.

How does room assignment work in practice, is there a hierarchy for the objects?

I noted my room with a dining table, cook stove and butcher table was considered a workshop. Removing the butcher table turned it into a kitchen. Removing the cook stove it became a dining room.

Can we mod this in any way?

ison

Quote from: CheeseGromit on August 23, 2015, 06:38:43 PM
How does room assignment work in practice, is there a hierarchy for the objects?

Each room has a 'score' assigned for each room role. Room role with highest score wins. For example the more dining tables you have, the biggest score for DiningRoom room role.

Quote from: CheeseGromit on August 23, 2015, 06:38:43 PM
Can we mod this in any way?

Sure. All the room roles are defined in RoomRoleDefs.xml. Each room role requires C# worker class to determine room role's score for each room.

For example, dining room role's score is 8 * diningTablesCount.
Some room roles like Bedroom or Prison cell use very high score (100k), so it's possible to have a bedroom with dining tables or workbenches.

isistoy

#5
Alright! Cool info as well.

So, a wished design effect of Room roles on players is to push them into pimping rooms specifically for their roles, then?
I am ok with it.

What if (sry, can't refrain myself) work types combined with room roles (based on hybrid rooms principle allowing for several roles at once) would help define what mood effects pawns would get during the "job"?

My previous question could also be translated to: would it make sense that someone dining in a room would only check for a specific stats set (contained in room role) matching his current work type? Are we going anywhere? :)
<Stay on the scene like a State machine>

CheeseGromit

Thanks very much for the info ison.

ison

#7
In general, it's the room roles which should adapt to rooms and predict their purpose and not the other way around.

In some cases room role doesn't even matter: infection chance, for example, does not depend on it. No matter if pawn is treated in a room which is classified as a hospital, bedroom or prison cell, it's the cleanliness that matters.

Quote
My previous question could also be translated to: would it make sense that someone dining in a room would only check for a specific stats set (contained in room role) matching his current work type?

I think that no matter what, people still enjoy eating in an impressive dining room more than eating in an impressive workshop (at least usually), even if it's related to their work. But I get the idea of multi-purpose rooms.

Dual-purpose rooms is a weakness of current room roles system, but I think that in most cases it's possible to accurately define room's main role. Anyway, there's always room for improvement for further alphas.

isistoy

Thanks for explaining!
It's gonna take some more time to play with these.
<Stay on the scene like a State machine>