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These are the gbv names from full00.sam not yet in CTH. Are there any we should ignore? Some of them are clear on what the value means, some I have no guess.
Field
Default value
Area
Original comment
HowContagious
25
Epidemics
If contagious, how much - rand up to this figure. higher = more contagious. must be > 0
ReduceContRate
0
Epidemics
Rate to reduce cont illnesses to - 0 means do not produce contagious illnesses at all
RestStanding
3
Staff
Resting in Staff room - standing (cont every 16)
RestSofa
8
Staff
Resting in Staff room - sitting on sofa (cont every 16)
RestGame
60
Staff
Resting in Staff room - playing computer game (once)
RestSnooker
40
Staff
Resting in Staff room - playing snooker (once)
WorkLight
1
Staff
Work Value - adds to tiredness
ModifyFreq
16
?
Game turns between rebalancing staff and peeps
NotTired
300
Staff
Staff Tiredness Below this - very alert.
RecoveryFactor
450
Staff
Reduces effect of resting based on tiredness ie (recover_value * RecoveryFactor) / Tiredness
RecoveryMinimum
3
Staff
Minimum amount of recovery after reduction by above
QPoints
15
VIP?
Which Room ? Points per peep in Q for room
DistPoints
1
VIP?
Which Room ? Points against distance to room
NoStaffPoints
20
VIP?
Which Room ? Points against room being unstaffed
LitterDrop
25
Patients
Peep drops litter when LitterCheck reaches this value
LeaveMax
150
Patients
Peep leaves when LeavingCount reaches this value
ResignMax
150
Staff
Staff leaves when ResignCount reaches this value
Happy
75
Humanoids
Determines that a person is happy
Unhappy
50
Humanoids
Determines that peeps are unhappy (one added to LeavingCount)
VeryUnhappy
25
Humanoids
Determines that peep is very unhappy
DrinkHappy
5
Patients
Add to happiness for a drink
ToiletHappy
10
Patients
Add to happiness for toilet
BowelFull
50
Patients
Needs to go to the toilet (one Added to LeavingCount)
BowelOverflows
75
Patients
Peep poos on the floor
VomitLimit
50
Patients
Person pukes at this level
LitterRandom
60
Patients
Litter dropped random based on his value (mod)
SalaryTooLow
-10
Staff
Affects staff happiness by this amount if salary too low (each month)
SalaryTooHigh
20
Staff
Affects staff happiness by this amount if salary higher (each month)
RemoveRatHoleChance
3000
Rats
1-10000 Lower removes ratholes faster
MinimumAbductTime
4
Multiplayer
Number of years after which first abduction can occur
AbductionsPerYear
2
Multiplayer
Number of abductions allowed per-year after lead-in time.
ModifyFreq is perhaps how often staff allocation is computed versus number of patients. We don't do global staff allocation currently.
The Which Room ? values is literally which room, for a patient (Q means queue). At least the reception desk has a notion of "best to visit". The other rooms have it too I think, but not sure.
ReduceContRate I imagine is overriden in each level filem but it would be interesting to see how it might fit into controlling epidemics.
The rest stuff looks interesting, I didn't realise it got more effective over their duration of rest.
Toby do you have the ranges these unused values use too? (some are 0 - 255, some 0 - 1000, and looks like some 0 - 100)
These are the gbv names from full00.sam not yet in CTH. Are there any we should ignore? Some of them are clear on what the value means, some I have no guess.
One of Unhappy or VeryUnhappy for
CorsixTH/CorsixTH/Lua/entities/humanoids/patient.lua
Lines 576 to 577 in f8b3195
Litterdrop for here but in a different unit
CorsixTH/CorsixTH/Lua/entities/humanoids/patient.lua
Line 873 in f8b3195
RestStanding and RestSofa for here but in a different unit, thousandths per day?
CorsixTH/CorsixTH/Lua/humanoid_actions/use_staffroom.lua
Line 81 in f8b3195
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