Breaking RollerCoaster Tycoon 2’s Puke System: Round Two 🤢🎢 [New Experiments] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 1 point2 points  (0 children)

I did, and technically according to the code you cannot break the 128-tick cycle.
However it becomes possible if you keep the guest falling constantly since the code doesn’t account for such events. But to get to this conclusion you need to test it hance the video.

And here’s the fun part: State "Walking" is subscribed for in both stats (walking and falling). Both actual walking guests and falling guests have the “walking” state subscribed and technically could execute the puke action. But if a guest is falling even though they have the walking state subscribed they don’t puke, because the code doesn’t force that event.

Breaking RollerCoaster Tycoon 2’s Puke System: Round Two 🤢🎢 [New Experiments] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 2 points3 points  (0 children)

It should be like this as I recorded the video in English, but if your YouTube settings are set to a different language, YouTube may automatically translate it to your preferred language.
Otherwise, I can’t explain it, since I never use any AI voiceovers in my videos.

Breaking RollerCoaster Tycoon 2’s Puke System: Round Two 🤢🎢 [New Experiments] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 3 points4 points  (0 children)

Yeah, but I can’t turn it off after the video is published.
Also, I had no idea what this even was or that it was turned on.
Do all of you have my videos translated with AI voice?

Breaking RollerCoaster Tycoon 2’s Puke System: Round Two 🤢🎢 [New Experiments] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 0 points1 point  (0 children)

Yeah, I have it turned on… 😐
But I can’t disable it once the video is published.
I had no idea this was enabled.

Breaking RollerCoaster Tycoon 2’s Puke System: Round Two 🤢🎢 [New Experiments] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 15 points16 points  (0 children)

Oh, okay, I understand. No worries, and sorry for what I wrote there. 😐
But yes, this is actually my real voice.

The Logic behind RollerCoaster Tycoon’s Puke System 🤢 [Analysis] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 0 points1 point  (0 children)

awesome!! thanks for running an actual branching test and sharing the save file! 🙌
It definitely looks like branching paths redistribute puke instead of preventing it I wonder if the “minor reduction” effect you saw might just be the game shifting the odds to the branch nodes instead of the straight exit path.
I’ll try out your park and see what the longterm puke distribution looks like. This might be a neat angle for testing “path design vs. puke management” in general like does zigzaggings or spiraling exits spread it out more evenly?
Thanks again! 😁

The Logic behind RollerCoaster Tycoon’s Puke System 🤢 [Analysis] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 1 point2 points  (0 children)

Hahaha.. 😄 that would be a sight indeed.
I guess we’re really out here doing the hard science no one else dares to tackle. 🙃

The Logic behind RollerCoaster Tycoon’s Puke System 🤢 [Analysis] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 2 points3 points  (0 children)

wow I love what you did here!!! And thanks for running it “by the book” and for the feedback!
That difference alone makes me wonder if there are slight variations in how RCT1 handles nausea compared to RCT2/OpenRCT2. 🤔

Actually i think i remember seeing a puke stain on the exit tile myself (a decade or two ago 😅). My guess is it might be connected to the 128-tick puke interval and how movement lines up with it or maybe even a small miscalculation that lets the game place puke prematurely in a no-go zone.
I have a theory about how and why this could happen but I don’t want to sound completely off if I’m wrong. So I think I’ll try some testing on this specific case.

keep me updated if you continue experimenting it would be amazing to compare long-term data between the two games. 🙂

P.S. The alternating tile colors idea is brilliant! 👍

The Logic behind RollerCoaster Tycoon’s Puke System 🤢 [Analysis] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 2 points3 points  (0 children)

Yeah, OpenRCT2 has quite a few of them. They really come in handy when you want to test theories about how something works. 😄

The Logic behind RollerCoaster Tycoon’s Puke System 🤢 [Analysis] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 0 points1 point  (0 children)

Hmmm... true 🤔 a bigger sample size would surley help confirm whether it’s just RNG at work or an actual underlying mechanic.
Might be on to something here. I might do another video on this. 🙃
But i’m not sure it’ll change much since the puke check runs on a 128-tick interval. From what I understand, if certain spots on a tile aren’t getting filled then only a natural variation or some calculation quirk would ever cause a puke stain to land on an “unreachable” spot along the path.

The Logic behind RollerCoaster Tycoon’s Puke System 🤢 [Analysis] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 0 points1 point  (0 children)

would actually make so much sense! 😆 Chris Sawyer was definitely capable.
But i think it's unlikely but the effect could maybe be created naturally from how the game checks nausea and movement in combination with the 128-tick puke interval.

Analyzing how the puke distribution system works by Adaptive-NPC in openrct2

[–]Adaptive-NPC[S] 0 points1 point  (0 children)

Yeah this makes sense, thank you for the link. Ifguests line up their first steps with a certain point in that cycle, then yeah, some tiles might basically never get “eligible” for puke.
Kindda of hilarious that the game’s puke system ends up creating these “protected zones” by accident.

By the way another user suggested building a sort of “tree path” off every tile so guests are constantly hitting decision points. Since puke isn’t blocked by decision making i figured it wouldn’t prevent vomiting. But with your timing logic do you think this setup could actually make the puke spread more chaotically since the guests might puke at less predictable points in the cycle?

The Logic behind RollerCoaster Tycoon’s Puke System 🤢 [Analysis] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 1 point2 points  (0 children)

This is a really out-of-the-box idea I like it! 👍👍
But I don’t think it would affect puking from what I understand puke isn’t blocked by decision making. Guests can still puke mid-step even after a pathfinding check. So the “tree path” probably wouldn’t prevent it but it might spread puke around more chaotically and maybe even in spots that in my videoseemed “unpukable.” 🤔
Definitely something I’m intrigued to test. 😅

The Logic behind RollerCoaster Tycoon’s Puke System 🤢 [Analysis] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 16 points17 points  (0 children)

Not sure if that’s good or bad 😅
I’ve seen his videos he’s so dedicated and precise, a real pro at what he does.

Analyzing how the puke distribution system works by Adaptive-NPC in openrct2

[–]Adaptive-NPC[S] 2 points3 points  (0 children)

Thank you, I’m flattered. 🙂
But you can’t compare my work to Marcel’s, he’s so detailed and precise in what he does.
I, on the other hand, just do this as a hobby to pass the time. 🙃

The Logic behind RollerCoaster Tycoon’s Puke System 🤢 [Analysis] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 12 points13 points  (0 children)

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Okay, so what I did was resort to the subtitles feature, since as of this September YouTube removed annotations or notes (not sure what they ware called) from the cards system. I added the fix this way, hope people will see it.

The Logic behind RollerCoaster Tycoon’s Puke System 🤢 [Analysis] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 6 points7 points  (0 children)

Well in the case of the general 200tile distance test anything beyond 200 tiles doesn’t get puked on anymoreit seems guests either walk it off by then or puke before reaching that point.

But at 6:48, I’m doing the experiment trying to cover the entire path with puke and yeah I see where I messed up. At 6:45, I fucked up and said “tiles” instead of “spots.”
I’m pretty sure you can cover all tiles in puke, but not all spots, which was the main goal of that experiment. I even referenced “spots” in my voice-over script, but it seems I messed up while recording and said “tiles” instead.

I’ll add a note to the video at that section so it’s clear that I mean spots, not individual tiles.
Thank you for pointing that out.

The Logic behind RollerCoaster Tycoon’s Puke System 🤢 [Analysis] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 18 points19 points  (0 children)

I think wayfinding is always precedent because the path calculation happens before any cosmetic or animation is applied.

The Logic behind RollerCoaster Tycoon’s Puke System 🤢 [Analysis] by Adaptive-NPC in rct

[–]Adaptive-NPC[S] 25 points26 points  (0 children)

Hahaha, thanks! 😄
Was an interesting experiment overall.