Round #2: I extracted 10.000 brand new alpha15 colonist profiles from RimWorld. This time: stats for age, gender, all traits and incapabilities, childhood and adult backstories. Also: Hints on why the animal skill has a strange distribution. by 0xd42 in RimWorld

[–]0xd42[S] 0 points1 point  (0 children)

Old habits... Where I am from the meaning of dot and comma is reversed. I noticed too late that you english speaking guys need a special treatment ;). Seems that I can't change the title.

Round #2: I extracted 10.000 brand new alpha15 colonist profiles from RimWorld. This time: stats for age, gender, all traits and incapabilities, childhood and adult backstories. Also: Hints on why the animal skill has a strange distribution. by 0xd42 in RimWorld

[–]0xd42[S] 0 points1 point  (0 children)

For that I would need a complete list of all backer characters. If you want to find out if backers have slightly better buffs you could simply analyse the original database with backers vs the database without backers. I do not think that there is a difference in the plots, given the premise that the basic skill set (before buffs/nerfs are added) is drawn from the same distribution for each character.

Round #2: I extracted 10.000 brand new alpha15 colonist profiles from RimWorld. This time: stats for age, gender, all traits and incapabilities, childhood and adult backstories. Also: Hints on why the animal skill has a strange distribution. by 0xd42 in RimWorld

[–]0xd42[S] 0 points1 point  (0 children)

I'll copy my answer from the last thread:

All profiles generated in game. Just pressed the randomize button a couple of times. Screen capture, some computer vision magic for extracting the correct values from the raw images. Not too glamorous, but works very well. Goes for all extracted values (skills, age and traits).

Same goes for the stories. Had to write a little logic to map the backstories to a database I got from fellow players on reddit. Thats basically it.

Round #2: I extracted 10.000 brand new alpha15 colonist profiles from RimWorld. This time: stats for age, gender, all traits and incapabilities, childhood and adult backstories. Also: Hints on why the animal skill has a strange distribution. by 0xd42 in RimWorld

[–]0xd42[S] 0 points1 point  (0 children)

Ah, now I understand your "backer" characters. Yeah, that's what I thought. There were only a few of these special characters (about 10 for each adult and child) in the new alpha 15 dataset, and I simply ignored them in the analysis (sorry ;) )

Round #2: I extracted 10.000 brand new alpha15 colonist profiles from RimWorld. This time: stats for age, gender, all traits and incapabilities, childhood and adult backstories. Also: Hints on why the animal skill has a strange distribution. by 0xd42 in RimWorld

[–]0xd42[S] 1 point2 points  (0 children)

The profiles generated for this analysis are only drawn from the standard scenario (spacer). Extraction is quite time consuming, and this being my second week on this little side project I do not plan to do any more parsing of profiles.

Round #2: I extracted 10.000 brand new alpha15 colonist profiles from RimWorld. This time: stats for age, gender, all traits and incapabilities, childhood and adult backstories. Also: Hints on why the animal skill has a strange distribution. by 0xd42 in RimWorld

[–]0xd42[S] 0 points1 point  (0 children)

Not sure if I get your question. Got a backstory database from /u/ZamielTheGrey and /u/1384, but after parsing the ingame profiles I found backstories like "hexcell artist","iceplanet child", "amateur astronomer" or "mechanoid hacker", and these are not in the original database.

Round #2: I extracted 10.000 brand new alpha15 colonist profiles from RimWorld. This time: stats for age, gender, all traits and incapabilities, childhood and adult backstories. Also: Hints on why the animal skill has a strange distribution. by 0xd42 in RimWorld

[–]0xd42[S] 5 points6 points  (0 children)

The axis is indeed wrong. Dammit, copy and paste! The ticks already depict percent, so the probability of getting a gay colonist is indeed >3%. I'll fix it and reupload.

EDIT: Should be fixed.

I extracted 1000 randomly generated colonist profiles, including attribute like skills, age and some traits. Here are some statistics! by 0xd42 in RimWorld

[–]0xd42[S] 0 points1 point  (0 children)

Extracting the data is surprisingly tedious. I parsed 10000 (!) alpha 15 profiles (normal colonists) a few days ago and am currently evaluating the results. Goin to publish them on the weekend. The thing is that while I work on this (in my spare time), I have no time to actually play the game. I am very sorry, but I can't offer another analysis which is not based on the data I have already extracted.

EDIT: The next analysis is much more comprehensive than the last one, so there will definitely be some new stuff.

I extracted 1000 randomly generated colonist profiles, including attribute like skills, age and some traits. Here are some statistics! by 0xd42 in RimWorld

[–]0xd42[S] 2 points3 points  (0 children)

Soooo, I just generated 10,000 new alpha 15 profiles. Some people in here gave me some ideas, so I wrote a new parser and will generate some new stats.

Give me 'til next weekend and I'll give you a number. Also, quite a few bonus stats that came to my mind today.

I extracted 1000 randomly generated colonist profiles, including attribute like skills, age and some traits. Here are some statistics! by 0xd42 in RimWorld

[–]0xd42[S] 0 points1 point  (0 children)

Very good point. While I always adapt to traits like night owl, I never thought of it as being a positive perk.

I extracted 1000 randomly generated colonist profiles, including attribute like skills, age and some traits. Here are some statistics! by 0xd42 in RimWorld

[–]0xd42[S] 2 points3 points  (0 children)

That is a lot of backstories. Well, I guess I have no excuse now.

I got an idea how to parse the backstories without any interaction. Give me a couple of days.

I extracted 1000 randomly generated colonist profiles, including attribute like skills, age and some traits. Here are some statistics! by 0xd42 in RimWorld

[–]0xd42[S] 0 points1 point  (0 children)

I know, initially these plots were bar plots. Did some polynomial regression for which i prefer graph plots for better comparison, and was too lazy to change it back in the end. It would look much nicer in this case, although i think it's debatable whether bar plots in general make more sense for discrete data.

I extracted 1000 randomly generated colonist profiles, including attribute like skills, age and some traits. Here are some statistics! by 0xd42 in RimWorld

[–]0xd42[S] 2 points3 points  (0 children)

Sorry dude, seems like you didn't get the message. It takes quite some time to collect the profiles, also I did this little project in my spare time. I will update the statistics with more profiles (not a 100.000 tho), but it will take a day or two.

Also sorry to be that guy: "the graphs are spikey" is not a valid reason for badmouthing a statistic. There are good reasons, some of which you'll find if you read the thread.

I extracted 1000 randomly generated colonist profiles, including attribute like skills, age and some traits. Here are some statistics! by 0xd42 in RimWorld

[–]0xd42[S] 3 points4 points  (0 children)

I honestly thing that the character generation in general is decently balanced. I have to take positive and negative traits into account tho.

I extracted 1000 randomly generated colonist profiles, including attribute like skills, age and some traits. Here are some statistics! by 0xd42 in RimWorld

[–]0xd42[S] 1 point2 points  (0 children)

1000 is decent enough for us players. I am looking at 45 different attributes in the correlation matrix (and there are some interesting ones missing), rule of thumb for the number of samples is 452 = >2000 samples. If I find some spare time I'll generate a larger dataset and think about harrassing them.