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RimWorld => General Discussion => Topic started by: evrett33 on February 23, 2015, 12:06:12 PM

Title: Value of early crafted goods
Post by: evrett33 on February 23, 2015, 12:06:12 PM
I started my most recent colony out with a basic cloth industry making hats. When it came time to sell all the hats I discovered the values had deteriorated from a high of $66-$156 depending on material to under 10 silver per hat. Many under a dollar. I am guessing this was do to the slight loss of condition points coupled with the low quality of product produced by early colony crafters. 

Am I making the wrong items or does deterioration need a balance pass?

Title: Re: Value of early crafted goods
Post by: Sartain on February 23, 2015, 12:10:42 PM
Make a large indoor trade stock and roof all but a couple of tiles, and your trade crap won't deteriorate without you having to haul it all the time
Title: Re: Value of early crafted goods
Post by: REMworlder on February 23, 2015, 12:22:42 PM
What Sartain said, and also keep in mind the social skill of the colonist you use to contact the traders can result in lower pricing too.
Title: Re: Value of early crafted goods
Post by: evrett33 on February 23, 2015, 12:45:18 PM
Thanks for the tips. In an early colony one doesnt necessarily have the time, resources or manpower to build a structure large enough to encompass a large stockpile that can store all the produced items. This is more a balance issue rather than player fault. Perhaps deterioration shouldnt influence the value so greatly? 
Title: Re: Value of early crafted goods
Post by: RickyMartini on February 23, 2015, 12:57:46 PM
I think deterioration in general should be tweaked.
Title: Re: Value of early crafted goods
Post by: Tynan on February 23, 2015, 02:02:35 PM
Trade prices were changed, and apparel gets a sell price penalty as well now. If you want to make trade goods, make art.
Title: Re: Value of early crafted goods
Post by: JimmyAgnt007 on February 23, 2015, 02:22:06 PM
Quote from: Tynan on February 23, 2015, 02:02:35 PM
Trade prices were changed, and apparel gets a sell price penalty as well now. If you want to make trade goods, make art.

Can we use cloth to make paintings or some kind of wall art?
Title: Re: Value of early crafted goods
Post by: Eleazar on February 23, 2015, 02:48:06 PM
Quote from: Sartain on February 23, 2015, 12:10:42 PM
Make a large indoor trade stock and roof all but a couple of tiles, and your trade crap won't deteriorate without you having to haul it all the time

Trade beacons no longer need to be open to the sky at all.
Title: Re: Value of early crafted goods
Post by: tommytom on February 23, 2015, 03:23:36 PM
Quote from: Eleazar on February 23, 2015, 02:48:06 PM
Quote from: Sartain on February 23, 2015, 12:10:42 PM
Make a large indoor trade stock and roof all but a couple of tiles, and your trade crap won't deteriorate without you having to haul it all the time

Trade beacons no longer need to be open to the sky at all.*
*Unless you want to designate a non-RNG dropzone for silver and purchases.
Title: Re: Value of early crafted goods
Post by: Boboid on February 23, 2015, 05:42:34 PM
Quote from: Tynan on February 23, 2015, 02:02:35 PM
If you want to make trade goods, make art.

This pretty much sums it up - you're entirely pigeonholed into making sculptures for cash now, and the time-to-profit ratio really blows, so multiple colonists are often required.

*Exceptionally* high quality apparel can often fetch a good price, but you already need high crafting skill for that, so most of what your crafter will be doing is barely breaking even in terms of raw materials -> value for a very long time.

Personally I'd just hoard all your leather and skill up on cloth until you can reliably produce high quality, doesn't solve the early game but it's the most efficient way.
Title: Re: Value of early crafted goods
Post by: Andy_Dandy on February 23, 2015, 05:52:42 PM
Quote from: evrett33 on February 23, 2015, 12:06:12 PM
I started my most recent colony out with a basic cloth industry making hats. When it came time to sell all the hats I discovered the values had deteriorated from a high of $66-$156 depending on material to under 10 silver per hat. Many under a dollar. I am guessing this was do to the slight loss of condition points coupled with the low quality of product produced by early colony crafters. 

Am I making the wrong items or does deterioration need a balance pass?

Old system needed a balance pass.  Now you need storing rooms, better crafting skill matters, other strategies then trade matters (I've been playing 8 in-game months before getting up the trade beacon in my current Extreme Challenge game, and it hasn't been a game breaker).

Crafting for own use is also important now, not just for cheesy easy exports. Before you can be really efficient at making export goods you need to make a good effort first. Long term planning counts, and I love it.
Title: Re: Value of early crafted goods
Post by: evrett33 on February 23, 2015, 06:31:00 PM
hmm ok well if lesser crafts arnt suppose to be time/cost effective how does one skill up to great skillevels? In certain places one needs to be able to make ok parkas before winter.
Title: Re: Value of early crafted goods
Post by: Tynan on February 23, 2015, 06:35:29 PM
Quote from: evrett33 on February 23, 2015, 06:31:00 PM
hmm ok well if lesser crafts arnt suppose to be time/cost effective how does one skill up to great skillevels? In certain places one needs to be able to make ok parkas before winter.

Even a horrible parka will get you through winter, quality doesn't affect insulation that much.
Title: Re: Value of early crafted goods
Post by: Andy_Dandy on February 23, 2015, 06:36:20 PM
Quote from: evrett33 on February 23, 2015, 06:31:00 PM
hmm ok well if lesser crafts arnt suppose to be time/cost effective how does one skill up to great skillevels? In certain places one needs to be able to make ok parkas before winter.

I don't understand the way you think arround this subject at all. It's cost efficient in the long run to get great skill levels, and extremely usefull when you can make high quality stuff. Why would you wan't that to happen ASAP instead of being a long term process where you need to plan and prioritize it versus other urgent needs? The sooner you get good crafters the better, same goes for miners, growers, shooters etc. You are the one doing the short and long term hard choices.
Title: Re: Value of early crafted goods
Post by: evrett33 on February 23, 2015, 08:57:04 PM
Quote from: Tynan on February 23, 2015, 02:02:35 PM
Trade prices were changed, and apparel gets a sell price penalty as well now. If you want to make trade goods, make art.
Unless the large work amounts are a bug it takes far too long to make even a small statue to be viable source of income in the early colony. I think a clothing industry makes more sense and doesnt monopolize the time of yuor limited peeps. 
Title: Re: Value of early crafted goods
Post by: Boboid on February 23, 2015, 09:46:34 PM
Make sure you're not crafting stone sculptures.. they take like 7x the work in some cases.
Generally stick to Wood early on.
Title: Re: Value of early crafted goods
Post by: evrett33 on February 23, 2015, 10:01:19 PM
Hmm I am sculping with stone (desert colony)..where does it say they take more work? I see the notice about gold but I thought that meant more materials.

edit oh lord yes wood take a lot less work..hmm.
Title: Re: Value of early crafted goods
Post by: Boboid on February 24, 2015, 12:37:55 AM
I mean you *can* sculpt with stone and the sculptures WILL be worth a lot more than if they were made of wood, but they won't be SEVEN times more valuable. Think it's around 4-5x iirc but I'd have to double check

The nice thing about stone sculptures is that they have almost no resource impact, they cost virtually nothing to create and the total resource->value conversion is great... but the time->value ratio is dreadful. And you won't see any profit from them for a *long* time, potentially several traders could come and go before you ever had a product to sell.
Title: Re: Value of early crafted goods
Post by: evrett33 on February 24, 2015, 02:13:19 AM
Ya I just went and switched to wood. I understand the reality of carving wood vs stone...but the super long craft times are just not fun or in any way practical. I'd make the various materials equal save made platsteel. Wood could sand to take a bit longer.

Another idea might be to make a commercial sculpture that can be mass produced for sale (or skill ups) and a different recipe for sculptures that have meaningful art and tales on them, which would take longer.
Title: Re: Value of early crafted goods
Post by: 10001110 on February 24, 2015, 02:36:11 PM
If you can get a GOOD, passionate crafter with Industrious or similar traits its much quicker. A pawn with no passion and no relevant traits will take forever to make something good-for-nothing horrible statue. Still, wood statues are not worth it. 
Title: Re: Value of early crafted goods
Post by: tommytom on February 26, 2015, 03:05:01 PM
They are in a jungle (almost free resources and don't require crafter making blocks) and also a good thing ot train on to scale up artist skill until you can make/sell marble, etc.