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RimWorld => General Discussion => Topic started by: karomaas on December 12, 2014, 07:09:20 AM

Title: Uranium crafting/art broken?
Post by: karomaas on December 12, 2014, 07:09:20 AM
Weaponsmithing and sculpting doesn't seem to work with only Uranium selected as permitted ingredient. Is this intended? I tried right-clicking to manually assign a colonist but the popup doesn't work either.
Title: Re: Uranium crafting/art broken?
Post by: karomaas on December 12, 2014, 09:00:22 AM
well? anyone?

I tested if the skill was an issue but even with max crafting/art the uranium (and gold as well) won't start at all. just plasteel, steel, wood and stone.
Title: Re: Uranium crafting/art broken?
Post by: digitCruncher on December 12, 2014, 09:09:17 AM
I would hazard a guess that uranium, gold, and silver are all 'special', in that they need much more (~10-30 times more) resources, as each individual uranium/gold/silver is less 'valuable' and 'large' than, for example, steel. I know silver and uranium stack up to 500, but steel does not.

How much uranium do you have?
Title: Re: Uranium crafting/art broken?
Post by: BassMonroe on December 12, 2014, 09:36:32 AM
I noticed this with gold but i was using debug mode, i'm going to try and replicate this playing legit tonight to see if its a one off bug or permanent.
Title: Re: Uranium crafting/art broken?
Post by: Damien Hart on December 12, 2014, 09:46:05 AM
It's a small oversight on Tynan's part by the looks of things; "nonstandard volume" materials take 20 times as much material to craft, so a longsword for example takes 2400 silver/gold/uranium, as opposed to the 120 listed in the config menu. This is never explicitly mentioned in-game (it only says "counts may vary"), and the relative scarcity of uranium and gold means that you're unlikely to have enough for most weapons, at least until well into the game.

Unless you already have all of the materials, the workbench won't give the option to begin crafting, so there's no feedback for the player there either.
Title: Re: Uranium crafting/art broken?
Post by: codyo on December 12, 2014, 03:19:47 PM
Quote from: Damien Hart on December 12, 2014, 09:46:05 AM
It's a small oversight on Tynan's part by the looks of things; "nonstandard volume" materials take 20 times as much material to craft, so a longsword for example takes 2400 silver/gold/uranium, as opposed to the 120 listed in the config menu. This is never explicitly mentioned in-game (it only says "counts may vary"), and the relative scarcity of uranium and gold means that you're unlikely to have enough for most weapons, at least until well into the game.

Unless you already have all of the materials, the workbench won't give the option to begin crafting, so there's no feedback for the player there either.

2400 gold? That's ridiculous with how rare those minerals are.
I hope this gets changed.
Title: Re: Uranium crafting/art broken?
Post by: Tynan on December 12, 2014, 03:36:46 PM
Yes, for granularity reasons different things are measured in different base volumes. 1 wood is like a cinderblock-sized piece. 1 gold is like a small chunk or a coin (of 20x smaller volume).

What's ridiculous is the idea of making solid gold weapons! Yes it is ridiculous how much gold you need compared to its value; this is likely part of why nobody does this in real life either.

I'll work on the feedback for A9.
Title: Re: Uranium crafting/art broken?
Post by: codyo on December 12, 2014, 04:39:41 PM
Wouldn't having to use most of the gold on the map to make one or two statues sort of underwhelming Tynan?
I would like to be able to make gold crafts to trade without using all of the supply.
Title: Re: Uranium crafting/art broken?
Post by: Tynan on December 12, 2014, 04:54:31 PM
Gold is gold. It is extremely valuable and rare. If you want something you can use en-masse, you could try silver. Same as in real life.
Title: Re: Uranium crafting/art broken?
Post by: Lost Cause on December 12, 2014, 05:03:37 PM
Aww my brawler loves their solid gold knife :p
At least they did until they were shot to death with a minigun when they tried to stab a centipede.
The fact that I am willing to give them gold weapons and maintain their humanity by not installing mechanical parts just proves ho much I value my brawlers.

Ohh and I call the gold knife the sacrificial dagger.... never said who was being sacrificed.
Title: Re: Uranium crafting/art broken?
Post by: codyo on December 12, 2014, 05:09:00 PM
Doesn't silver require a lot of material as well? Looking at the requirements to make a gold or silver turret, they need the same amount. If you made the requirement to make silver stuff significantly lower than gold, I would be happy with that compromise. Especially if you have to use it as currency too.

I appreciate your fast responses, and how you interact with the community as a developer

Title: Re: Uranium crafting/art broken?
Post by: Lost Cause on December 12, 2014, 05:28:38 PM
I think what he means is that you will have a lot more silver than you will gold/uranium.
both gold and uranium cost more than silver and are only carried by some traders. silver on the other hand is used as currency and is carried by everyone so you end up with tens of thousands of units of it.
So yes. way easier to get a silver weapon than a gold one despite needing the same number of units.
Title: Re: Uranium crafting/art broken?
Post by: Tynan on December 12, 2014, 06:08:43 PM
Lost Cause has it. Silver is just way more common than gold.

There is such a thing as 'silverware'. People make plates and forks and stuff out of silver. But solid gold? It's almost entirely unknown.

You can theoretically make a sword out of solid gold. It's in the game systems. But it's not really something that's practical. If you do it, it will be something really weird and special.

Also note that gold sharp melee weapons are awful; gold does not hold and edge.
Title: Re: Uranium crafting/art broken?
Post by: Lost Cause on December 12, 2014, 06:53:25 PM
Gold is more similar to lead than steel. Soft and heavy.
Uranium on the other hand is hard and heavy. A much better weapon... well it can probably hold an edge better, but honestly you're better off making bullets out of it... or a maze. Uranium maces would be awesome! :p
Though it might be brittle... anyone know how flexible uranium is?
These aren't the properties it is known for.
Title: Re: Uranium crafting/art broken?
Post by: codyo on December 12, 2014, 07:58:07 PM
Quote from: Lost Cause on December 12, 2014, 06:53:25 PM
Gold is more similar to lead than steel. Soft and heavy.
Uranium on the other hand is hard and heavy. A much better weapon... well it can probably hold an edge better, but honestly you're better off making bullets out of it... or a maze. Uranium maces would be awesome! :p
Though it might be brittle... anyone know how flexible uranium is?
These aren't the properties it is known for.

The harder a substance is, the more brittle it becomes. In which case I'm guessing uranium isn't very flexible, but it's malleable, so it can be molded.
Title: Re: Uranium crafting/art broken?
Post by: Lost Cause on December 12, 2014, 08:52:45 PM
Well, as long as it doesn't shatter on impact ^.^
ohh wait... that could work... brawler with a uranium mace runs into a crowed of enemies, smacks one with the mace causing it to erupt into hundreds of little fragments!
Radiation poisoning for all!
or it could be loaded into a rocket of some sort... but that wouldn't get rid of a brawler.
I wonder if particulates small enough to be effectively aerosolized could be formed...
Ouhhh build a room and flood it with uranium laced particulates as tribal allies are visiting! They can carry the contamination back to their base and you have one less problem! ^.^
or you could let pirates break it, expose them and wipe out the pirates.... but pirates have good gear. I want them to come back.

How many posts like this can I make before ending up on an NSA watch list?
I suddenly feel worried about what I have been putting in google search XD
Title: Re: Uranium crafting/art broken?
Post by: Damien Hart on December 12, 2014, 09:07:52 PM
I don't mind the cost for the solid objects, but for decorative purposes, it would be cool to be able to gold/silver plate statues, in which case it would retain its original stats, except its beauty, which gets derived from the gold/silver.
Title: Re: Uranium crafting/art broken?
Post by: Darkfirephoenix on December 13, 2014, 12:16:48 AM
And I'm sitting here waiting for enough Uranium to make the complete furniture of my visitor room outta it. Hrmm a Uranium mace... could very well work but I don't understand why ppl make it more complicated than it really is: Mace head made from uranium, ENCASED in steel, so you have the weight of the uranium combined with the hardness of the steel!

Tynan why aren't we able to combine stuffs? Stone statue with gold decorations or a knife made out of pla/steel with gold deco? Beeing able to make things 3/1 and/or 2/2 out of different materials? Or is this too hard to code?
Title: Re: Uranium crafting/art broken?
Post by: Lost Cause on December 13, 2014, 12:21:31 AM
that would make items rather complicated all right :p
Having to store the multitude of materials and what they were used for as well as supporting the UI allowing people to do it, then the logic to make sure that all the materials are available and how to handle the production process.
It would be nice all right, and it is doable, but cost and payoff are funny things and often tough to quantify :p
Title: Re: Uranium crafting/art broken?
Post by: Darkfirephoenix on December 13, 2014, 03:32:17 AM
I thought it may function like this:
Bill: Make X (Mace, sword, statue etc.)
Material 1: Steel
Material 2: Steel
Material 3: Steel
Material 4: Gold
^Is that too much work/too complex resulting in too much calculation work (for the computer)? Or is that just simply a dumb idea?
Title: Re: Uranium crafting/art broken?
Post by: codyo on December 13, 2014, 05:03:10 AM
So a steel sword encrusted with gold and silver to make it pretty.
Kill with style. I like it.
Title: Re: Uranium crafting/art broken?
Post by: Tynan on December 13, 2014, 01:41:05 PM
Quote from: Darkfirephoenix on December 13, 2014, 03:32:17 AM
I thought it may function like this:
Bill: Make X (Mace, sword, statue etc.)
Material 1: Steel
Material 2: Steel
Material 3: Steel
Material 4: Gold
^Is that too much work/too complex resulting in too much calculation work (for the computer)? Or is that just simply a dumb idea?

It's just too complex to be worth it. For the interface and the implementation. Plus breaks down the difference in 'character' between materials. I like wood to be clearly distinct from metal.

And if you made a uranium mace, you'd want it to be pure uranium. U is harder and denser than steel :) It's why they make tank-penetrator weapons from it.
Title: Re: Uranium crafting/art broken?
Post by: DestroyX on March 13, 2015, 10:18:17 AM
Kinda necroing here, but whatever :D

the huge problem is that its destroying all the recipes from mods.

and i really dont like it that some materials are considered smaller, some larger.

its just totally inconsistant.
Title: Re: Uranium crafting/art broken?
Post by: Ayylemao on March 13, 2015, 12:07:32 PM
Quote from: Tynan on December 12, 2014, 03:36:46 PM
Yes, for granularity reasons different things are measured in different base volumes. 1 wood is like a cinderblock-sized piece. 1 gold is like a small chunk or a coin (of 20x smaller volume).

What's ridiculous is the idea of making solid gold weapons! Yes it is ridiculous how much gold you need compared to its value; this is likely part of why nobody does this in real life either.

I'll work on the feedback for A9.
I really dislike how you on one hand advocate good game design aimed at fun rather than realism with steel deposits and wood logs without processing but on the other hand you take a ridiculously backwards approach in certain places like gold rarity vs usefulness or limiting traders based on your colony stats with certain storytellers.
Title: Re: Uranium crafting/art broken?
Post by: Silvador on March 14, 2015, 11:00:01 PM
Quote from: DestroyX on March 13, 2015, 10:18:17 AM
Kinda necroing here, but whatever :D

the huge problem is that its destroying all the recipes from mods.

and i really dont like it that some materials are considered smaller, some larger.

its just totally inconsistant.

Unless Tynan is making the game with modding especially in mind, I don't think he needs to concern himself with the functionality of mods. You don't build a house and think "well, this window placement might get in the way of the peeping tom down the road with the telescope, I should put it somewhere else". The Starbound devs are actively making their game to accommodate 3rd party mods, so I can understand if peoples' mods breaking is something worth complaining about there.

Mods are great, and all, but they are an unofficial part of the game, and as I've already said, unless the developer is actively designing the game with mods in mind, then they have no obligation towards building their game around your... conveniences.

Quote from: Ayylemao on March 13, 2015, 12:07:32 PM
Quote from: Tynan on December 12, 2014, 03:36:46 PM
Yes, for granularity reasons different things are measured in different base volumes. 1 wood is like a cinderblock-sized piece. 1 gold is like a small chunk or a coin (of 20x smaller volume).

What's ridiculous is the idea of making solid gold weapons! Yes it is ridiculous how much gold you need compared to its value; this is likely part of why nobody does this in real life either.

I'll work on the feedback for A9.
I really dislike how you on one hand advocate good game design aimed at fun rather than realism with steel deposits and wood logs without processing but on the other hand you take a ridiculously backwards approach in certain places like gold rarity vs usefulness or limiting traders based on your colony stats with certain storytellers.

There is a certain balance between fiction and fantasy that must be maintained. Gold is well known to be a poor material for straight up crafting, and is highly valued even in small quantities. It is in fact traded by the ounce, because it is used as such. Wood, stone and even steel is used enmasse on a much greater scale, but gold, silver and many other materials are not. This is more than likely the reason Tynan has done things this way, and frankly, I like it this way. It is different to most other games and requires me to be a bit more careful with my more precious materials. Unlike the stockpile full of 2000 wood that I can just toss around because there's no shortage of it surrounding my settlement, Gold is scarce and if I'm reckless with it, I may very well find myself without much of it at all when I want it, or need it.
Title: Re: Uranium crafting/art broken?
Post by: chaotix14 on March 15, 2015, 05:56:10 AM
Quote from: Tynan on December 12, 2014, 03:36:46 PM
What's ridiculous is the idea of making solid gold weapons! Yes it is ridiculous how much gold you need compared to its value; this is likely part of why nobody does this in real life either.

Generally it's due to the value of the gold used that golden weapons aren't a thing. But another very important factor is that it's not particularly useful as a metal for weapon. A golden edged weapon will lose it's edge quickly(especially if hitting things other than soft flesh), as the metal in comparison to steel is quite soft. A golden blunt weapon can benefit of the fairly dense metal, but it's still a fairly soft metal, honestly you would get about the same effect from a lead blunt and the lead blunt would be lighter to swing and dirt cheap in comparison.(megadwarf bonus if you make a steel hollow steel mace and fill it with mercury) The only things that gold has in favor of more conventional materials is it's workability and the fact that it doesn't corrode(IE never having to worry about going to battle with a rusty sword).
Title: Re: Uranium crafting/art broken?
Post by: Silvador on March 15, 2015, 07:53:07 AM
If I'm not mistaken, gold is also a good conductor, capable of handling considerable amounts of power. I admit, my memory on this could be completely wrong, but I believe  gold is heavily used in a lot of high tech circuitry.

Assuming I am right... if stronger power cables are later added to the game, having gold a part of their recipe would only elevate its value, emphasizing having it as a "small" material. You don't need a lot of gold. Because of it's pliability, a very small amount can be used for quite a lot, such as leafing and circuits or power cables. One can get far, far more use out of a "brick sized" lump of gold than a single brick or log.
Title: Re: Uranium crafting/art broken?
Post by: winnsanity on March 15, 2015, 11:52:44 AM
If you all want to make gold crafts and weapons and don't have enough buy it form a trade ship. 
Title: Re: Uranium crafting/art broken?
Post by: Endoric on March 15, 2015, 12:50:17 PM
A solid gold sword....  That would weigh a lot and break after slashing someone with it a few times.

And why do i feel Uranium should make you sick from radiation poisoning?  I could craft the 'Great Sword of Vomiting' if it did.


Ha just read this "Finely divided uranium metal presents a fire hazard because uranium is pyrophoric; small grains will ignite spontaneously in air at room temperature."

So.. The great sword of vomiting and random second degree burns?
Title: Re: Uranium crafting/art broken?
Post by: winnsanity on March 15, 2015, 01:37:40 PM
Uranium was once used to make all kinds of things before they knew it was radioactive