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 How to keep your workers off the Koolaide

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Boba Fatt

Boba Fatt


Posts : 101
Join date : 2010-05-05
Location : Aurlinfinn

How to keep your workers off the Koolaide Empty
PostSubject: How to keep your workers off the Koolaide   How to keep your workers off the Koolaide EmptyFri Oct 22, 2010 8:36 pm

How to keep your workers off the Koolaide
Stellar Aitann on Wed Aug 18, 2010 8:30 pm


Alright here are some tips and tricks to keeping your workers alive and prosperous.

1) Never add workers between x:55 to x+1:10. The x:55 is the f/w production tick and x+1:10 is the consume tick. So they will die off if placed between these since they were not there to produce f/w.

2) When placing workers or making changes to the number of workers always keep an amount of spare f/w at the colony equal to atleast the number of workers.

3) Never run out of storage if there is no room for w/f to be produced they will die. So always keep available storage to 2x number of workers.

4) When trashing excess food/water always leave atleast the amount to cover the workers and dont trash between the times referred to in rule 1, because you will be trashing what they just produced and not yet consumed.

5) When adding additional workers, completely remove all the workers from the production to the hangers and reallocate them. Again do this following all previous rules.

6) When adding additional Habs, water, or food flatpacks. Remove all workers from the colony until all the fps are done being built. Once all three structures have been built you can bring the workers back and place them by following all previous rules.

This list of 6 rules might be a pain, but its not as bad as constantly repurchasing workers.

Thanks to Stellar for posting this, I kept a copy during the forum dances the last few months.
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Boba Fatt

Boba Fatt


Posts : 101
Join date : 2010-05-05
Location : Aurlinfinn

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PostSubject: Re: How to keep your workers off the Koolaide   How to keep your workers off the Koolaide EmptyFri Oct 22, 2010 8:37 pm

Saripul on Thu Aug 19, 2010 4:17 am


Also, keep your total population per colony to a multiple of 25.

The math seems to be set at 25/3 food (or water) produced per worker in a food (or water) facility. This is why for every 25 workers total, 3 must be in a food (and another 3 in water) facility. When you multiply 25/3 times 3, this "clears the denominator, resulting in simply 25 food produced by three workers. This game seems to be plagued by integer to float to integer conversions, among other things, so it is in our interest to keep the tiny decimals straight, or pay the price.

A change a couple of months ago which helped speed up the scripts for colonies *seems* to have included setting the value of 8.33333 as a substitute for doing the math 25/3 somewhere in the script. The problem is that 8.3333333333333333 no matter how many threes, is never quite equal to 25/3.

A pop. 500 colony has 20 "units" of 25 workers each.

If I take 8.3333 * 20, I get 166.666 from my desktop calculator. If instead I take (20* 25)/3 , I get 166.66666666666667, on the same calculator. If I subtract one from the other, I get a difference which should not exist in a well-designed program. Depending on the program flow, this can result in you not providing 0.0003 enough food, which will cascade into another Guyana.

If you take numbers which are not multiples of 25 and multiply them, the problem gets worse.

This may have been resolved already, as I have not heard of issues that I can definitely pin on this in quite a while. And it doesn't happen to me anymore regardless, because I keep my stuff on the 25s.
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