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Messages - Baarogue

#1
Quote from: Seeker89 on April 02, 2015, 08:47:44 PM
Quote from: Savagedingo on April 02, 2015, 07:50:47 PM
Does anyone see value in having an option for crafted bills to have a "keep x amount in stock"?   I feel that is kind of in between making an infinite amount of something and only telling it to craft x amount of times. 

I sometimes do. As we need both wood planks and logs, it's nice to just have 1000 of just planks. Same goes with medication... you just need like 100 of those.

Isn't that how "make until you have X" already works? At least, that's how it works for me. I always set up a "make simple meals until you have X" bill on my stove and my cooks always get to work replenishing the stock every mealtime without my further input.
#2
Quote from: Abrexus on April 01, 2015, 02:21:24 AM
Quote from: Baarogue on April 01, 2015, 01:24:11 AM
Perhaps at the moment it's a little too micro? It seems to me that, in vanilla, Tynan wishes to be more macro and not so fiddly about the little parts of constructed things - instead focusing on what the primary resource is when building/crafting. So, just wood to make walls instead of wood and nails and tools and the other resources you'd really need to make a dwelling. So I'm sort of using that as a baseline when I play with mods.

I know the aim with this mod is to add a bit more complexity to the equation, but if you're open to the idea of tuning the resource requirements a bit, Abraxus, I would be happy to share my impressions. Not that I'm anyone special, mind. But I do so love taking notes and even sometimes making charts. :)

Well, I said in my original post, and I will restate  - this mod may not be for everyone.  The whole point of the mod is to add a bit of complexity to the research and crafting aspect of the game, as well as extend the time it takes for you to grow your colony.  If I changed or removed the production chain, it would not really be the same mod I set out to make in the first place.

That said, I would very much enjoy conversation about balancing the build times/resource cost of items.  Included with the mod is an excel spreadsheet I use to help me with the balance aspect, but again I am very open to discussing changes on that.  I encourage you to take a look at it, and provide feedback.  Also, anyone who would like to help test, and/or share ideas, please PM me and I will be happy to provide you with the info to access my teamspeak server.  I prefer real-time conversation, as I find it much more productive than PMs or emails.

*EDIT*
I made some changes to the crafting times for both the hand-crafted and powered recipes.  This seems to have made things feel alot less grindy.  I'm going to do a bit more testing, but hope to have the updated build available later today after work.

Thanks for the adjustments. I'll check them out tomorrow. :)

I can't find the excel spreadsheet you mention here. Am I blind or is it buried in a folder I'm not looking in?
#3
Quote from: AllenWL on April 01, 2015, 12:45:44 AM
Ugh, so, much, crafting......

My pawns are working their butts off making planks, metal bars, sand, bricks, glass, jerky, and more, then mining, then actually building a place to sleep in...

And I can't generate nearly enough power thanks to the mountains preventing me from placing wind turbines, so I need to research more things, but I need more stuff to...

Well, basically, my game so far has been crafting, crafting, building a few things, crafting, crafting, beating off raiders(I got a charge rifle off a dead raider two moths into the game, on the second raid. The heck? Well, not complaining, makes taking care of those pesky raider easier) then crafting again.

I seriously need more pawns to craft, but I don't have the supplies to feed them, so I need to build better stuff, so I need to craft more stuff, so I need more pawns.

I like it, but it feels slightly too grindy.

Perhaps at the moment it's a little too micro? It seems to me that, in vanilla, Tynan wishes to be more macro and not so fiddly about the little parts of constructed things - instead focusing on what the primary resource is when building/crafting. So, just wood to make walls instead of wood and nails and tools and the other resources you'd really need to make a dwelling. So I'm sort of using that as a baseline when I play with mods.

I know the aim with this mod is to add a bit more complexity to the equation, but if you're open to the idea of tuning the resource requirements a bit, Abraxus, I would be happy to share my impressions. Not that I'm anyone special, mind. But I do so love taking notes and even sometimes making charts. :)
#4
Quote from: Abrexus on March 28, 2015, 06:44:43 AM
Quote from: Baarogue on March 28, 2015, 06:03:29 AM
Am I mistaken or aren't crafting tables now passable (half-speed?) in vanilla?

They are, but I changed it because I felt it was a bit disorienting.  I may change it back, or offer an alternative version for download.

Either way is cool, thanks! I like the idea of the added challenge and complexity of your system and look forward to playing with it. But I also liked having my crafting tables passable. :)

One question: I saw a mod request for the ability to harvest bionic/prosthetic parts from corpses. Is that possible with your mod at the cybernetics table or elsewhere? I'm actually interested in getting into modding and was thinking of trying to fulfill that request - but not if I'd be duplicating your efforts here of course. My rough plans (if it's even possible) was to make it either something a doctor could do as a bill at a medical bed, or see if it was possible to add the ability to do post-mortem operations. Alternatively, or even additionally, maybe it could be a bill at the butcher table or just part of butchering the corpse (although that carries a load of stigma) - with a chance to destroy each part reclaimed due to the lack of finesse.

Thanks again!
#5
Am I mistaken or aren't crafting tables now passable (half-speed?) in vanilla?