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submitted 1 year ago by throws_lemy@lemmy.nz to c/space@beehaw.org
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[-] roguetrick@kbin.social 17 points 1 year ago* (last edited 1 year ago)

used data from past endeavors, such as questionnaires filled out by groups aboard the International Space Station or those living in close quarters in the Arctic for months at a time. They also attempted to factor in known character traits such as resilience to stress, social skills and degree of neuroticism.

Wat? Is this a probilistic study on psychological issues? Did they just put a bunch of traits in Rimworld and see who would break?

Edit: I read the study, it's not far off. Part of the sim was "mining minerals to be sent to earth." We will never pull minerals out of the martian gravity well just to drop them into the earth one. That's just dumb.

the global variables set the skill levels necessary for settlement pro-
duction functions. An assumed score of 100 is needed across two sets of skills (-s1
and -s2) to successfully accomplish each of four tasks (food, water, air produc-
tion, and accident recovery). Each pair of scores related to resource production
is set with the same values. For example, food-s1 is set as a random integer
between 0 and 100. Food-s2 is set as the difference between 100 and food-s1
(100 - food-s1). Accident recovery sets both both accident-s1 and accident-s2 as
a random integer from 0 to 100. This represents the ex ante uncertainty about
what types of skills may be needed for a given emergency. It is important to
remember that these values set the required skill score that must be met for
successful production; they do not guarantee that settlers will have these skills.
Settler Variables. Settlers are assigned two skills. Skill 1 is set as a random
number from 0 to 100. Skill 2 is set as 100 - Skill 1, such that each settler
has a total skill level of 100. Settlers have a partner variable (all settlers begin
unpartnered) and indicator variables that store their task assignment.
Each settler is created with one of four resilience types: nuerotic, reactive,
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social, and agreeable.

It's like a stupid rimworld

this post was submitted on 26 Aug 2023
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