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Messages - maloi

#1
Help / Re: Changing health of artificial limbs/organs.
December 22, 2014, 11:55:46 PM
Up.
#2
Bugs / [0.8.657] Prosthesis duplication
December 21, 2014, 06:28:13 PM
Removing a part from a dead body yields a prosthesis, but the body part stays in body so you can remove it *endless amount of times*.
Fix: i wanted to say *infinite number of times*.
#3
ThingsDefs - Races_Humanoid - add your operation recipe in <recipes>
#4
Help / Changing health of artificial limbs/organs.
December 20, 2014, 09:26:56 PM
We can change their efficiency, but is there any way to change their health? To be more specific, for natural and artificial limbs/organs to have different amount of HP.
#5
Your code for stomach :
Quote
- <BodyPartDef>
  <defName>Stomach</defName>
  <label>Stomach</label>
  <health>10</health>
  <oldInjuryBaseChance>1</oldInjuryBaseChance>
  <skinCovered>false</skinCovered>
  <useDestroyedOutLabel>true</useDestroyedOutLabel>
- <activities>
  <li>Sight_source</li>
I guess it's kinda wrong in the end
#6
Nanoponics description "The table will grow nanotechnology products, including nanothread and ?!?.".
Cybernatics lab also has some mistakes in description.
Nanotech armour and helmet craft recipes don't show which resources are required, it says "usable ingredients" in every line.
#7
I guess it wasn't intended to be able to build walls and other stuff from nanomites and ai/processing chips?
#8
Quote from: elStrages on December 20, 2014, 06:14:33 AM
he's not on about resource amounts he's in about time to construct and buying prices :)
Edit: I will be lowering prices and increasing construction time.
Well, some recipes sure need an increase in amounts of resources and used labor at the same time (or decrease in price and nerf of stats).

Essentially, if we look at apparel we will see that the market price consists of raw material used in craft and of work put into producing finished item. For example leather duster has market price of 888$, uses 80 leather which is 600$, so you have 288$ of additional price coming from puting 400 units of work thus 1 unit of labor yields an income of 0,72$ and 68% of a price consists of raw material market prices. If you look on the whole apparel list you'll see that labor income is ranging from 0,7$ to 0,9$ per unit and materials being from 67% to 91% of a price.

My guess is that you could use these figures for balancing purposes. I can look some more into this (weapon production which also has different qualities so labor incomes will be pretty different) and provide you with excel tables if you're interested.

Right now you can craft power armor from 50 steel and 10 synthread labor which is 210$ when its' market price is 2500$ + 25 labor units thus resources being 8,4% of price and unit of labor yielding an income of 91,6$, which is ridiculously overpowered as you might have already understood.

Also, craftsman's workbench has a duplicated recipe of carbon fibre.
#9
Great mod, but prices, recipes and amounts of work aren't balanced at all (e.g. nanothread is 12$ when hyperweave is 45$, power armored is made of 50 steel and 10 synthread which is 210$ while it costs 2500$, amount of work is <50 for most things (you need 400 work to craft a duster, but 25 to craft a power armor) etc). IMO you should consider balancing everything before making any further additions or changes.