Jump to content

Duplicant speed numbers? (Upd. got them, maybe)


Recommended Posts

Can anyone please share what are the modifiers for dupe speed for base transportation methods?

I.e if we take the time it takes a dupe with 0 athlectics to move one tile horizontally, then how much does it take the same dupe in this unit of measure to:

- move a tile via ladder/plastic ladder/fire pole vertically, downwards/upwards

- move a tile via transit tube

I've been wondering about this a lot since long commutes are an issue on larger bases even if priorities and jobs are somewhat under control. So I'd like to plan an efficient layout, but without knowing those numbers it's hard to say what will be more efficient really. I've tried to google but can't find anything conclusive. Maybe data miners or modders have seen the numbers in the source code?

Upd. Was curious enough to decompile the code and dig.

Modifiers are as follows if I am reading it right: tube = 18, pole down = 15, floor 3.325 , ladder 2.5, underwater penalty = 0.5.

For those interested to take a look, corresponding code seems to be BipedTransitionLayer and MinionConfig.OnSpawn .

Upd2. Pretty sure code means that athletics only goes for floors and ladders, not poles or tubes. If it is so, 20 on athletics gets running speed to almost 10, so tube is still better but less than twice.

Also the code I'm looking at is QOL3 and it seems plastic ladders has no speed effect. Maybe there is germs effect but I did not look in the code for it.  OK, found 1.2 for plastic ladders, so 1.2 * 2.5 = 3 , almost tile speed. Pole is 0.25 up (additional, so speed should be 0.25 * 2.5 = 0,625), and 4 down (again additional, so would be 4 * 2.5 = 10), but it seems that 15 overrides that 4 and it's 15 down.

Upd3. Thanks @Angpaur for adding his test results for tile types. I've indeed missed a part of the code that was adding tile type modifier on top: 1.25 for tile and weigh plate, 1.5 for metal and plastic tiles, 0.5 for tube bridge and wire bridge.

30 minutes ago, bobucles said:

Sounds like someone needs to set up a race track. Duplicants can be locked in a room and with the magic of automation they can run across a track, have their time tracked, and be clocked at the finish line. 

Finally a flavorful use for duplicant checkpoint!

7 hours ago, bobucles said:

Sounds like someone needs to set up a race track. Duplicants can be locked in a room and with the magic of automation they can run across a track, have their time tracked, and be clocked at the finish line. 

Is there a prize for placing first?

 

..Or a penalty for being last? >:)

Recently I performed a test to check how athletics skill affects running speed on 3 different tiles:

- Natural tile (gives 0% run speed bonus)

- Normal tile (gives 25% run speed bonus)

- Metal tile (gives 50% run speed bonus)

Results are time in seconds measured to travel 88 tiles distance.

Numbers in each dupes name means its athletics attribute level.

unknown.png

Results are pretty strange. Especially for normal tiles where it resulted in all 4 dupes running with exactly same speed.

At which gamespeed was the test performed? On a fresh save I suppose? I always noted inconsistency at different speeds. And dupes seemingly teleporting at speed 3 on mature bases.

This is also in in contrast with my experience, where minor skill increases in the early game were very noticeable. Those results seem to hint towards a breakpoint mechanic. Maybe there are diminishing returns past a certain point, or more or less arbitrary breakpoints, or lag/framerate/witchery come into play.

It was speed x1.

I didn't have any dupes at lower athletics at the time of the test. Would be nice if someone tested lower athletics levels as well, to see how this scales up and where is the breakpoint, when dupes starts to run with same speed.

1 hour ago, 6Havok9 said:

This is also in in contrast with my experience, where minor skill increases in the early game were very noticeable. Those results seem to hint towards a breakpoint mechanic. Maybe there are diminishing returns past a certain point, or more or less arbitrary breakpoints, or lag/framerate/witchery come into play.

Judging by the code, it should be 0.1 per each point in athletics, at least I can't find any specific breakpoints or thresholds coded in directly. They may indeed still appear as a result of some quirks in the game engine though, due to how recalculation is implemented etc.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...