Walking Speed / PathCost

Started by nmid, June 19, 2014, 01:40:21 PM

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nmid

I'm trying to make the floors a bit more unique and give it more life.
I don't want to make changes to pawn walking speed...
If I want to make paved tiles (for eg) that help colonists walk faster, what setting do I change?

Edit - Ok, messing around with pathcost, I observed this:

    <PathCost>-1</PathCost>   108% walk speed
    <PathCost>-2</PathCost>   117% walk speed
    <PathCost>-3</PathCost>   127% walk speed
    <PathCost>-4</PathCost>   140% walk speed
    <PathCost>-5</PathCost>   156% walk speed

Any idea, how the calculations scale up?
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. StorymasterQ

Evul

Try use decimals and se if you get a pattern. :)
I don't have access to my computer so I can't look att the assembly code.
But make a path cost of 1.0 1.1 1.2 1.3 1.4 1.5 etc and se if you get any logical results :)

Tynan

Time in RW is measured in ticks. Default time to cross a tile is 14 ticks for a human. This reduces that number of ticks.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

nmid

#3
Is this still valid in Alpha10?
From http://rimworldwiki.com/wiki/ThingDef
pathCost    How much speed is lost when pawn works over it.    Integer

So does that means it's not tick based, but an integer (% of original speed)
or
How many integer (ticks) are lost based on original?

I'm guessing option 2.
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. StorymasterQ