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Messages - RoboticManiac

#16
Quote from: chaotix14 on April 15, 2016, 04:41:07 AM

Basic robotic parts(robotics) are created in batches of 10 at a cost of 25 steel(so 2.5 steel per robotics), one mining robot takes 1 robotics and costs 50 steel to make themselves making each unit total out at 52.5 steel. You need 40 of the mining robots which equals a total steel cost of 2100 steel, then add the 200 of the structures own steel cost and you have 2300 steel total. Is that a bit more manageable of a number?

At any rate, the price is a bit steep, but well justified as it shouldn't be something you just plop down early game and be set for metal forever. You'll have to have a decent chunk of power gen or storage sorted out to make use of the mine and you need to invest a good chunk of materials into the system. This ensures that even if you were to rush the required techs you're not just going to put one down in the first couple of seasons. Because once you have it, you basically never have to worry about metal shortages as long as you can muster up some power.
Yeah, my maths was definitely wrong.

Anyway, I can absolutely see the logic of making it incredibly expensive to create. My problem is that (Depending on size) you can completely strip an entire map of steel and still not have enough; assuming you also had worked on other important projects before hand, like components.

Also, it just takes a really long time to individually build 40 mining machines, unless you have multiple tables and colonists working on it.

Either way, the mod is definitely great.

Quote from: tonsrd on April 15, 2016, 04:13:03 AM

but what do you gain once its on ? im not alive long enuff to get one yet....
The mining complex lets you 'renew' otherwise non-renewable resources such as steel and stone. It also adds some extra materials that are used to make plasteel via a new workbench (Though these are also useful in their own right).
#17
Basic robots are created in batches of ten; and mining robots are created individually (Using one basic robot and 50 steel). WAD? It totals 2,000 steel just including the step for mining robots. An extra 1,000 on top of that for the basic robots; plus 200 for the mining structure proper.

This comes out to a sum total of 3,200 steel for just one mining complex which chews up about 4,000 power units whenever it's on.
#18
Might I suggest adding ice floors to the soil reclamation mod? Ice sheet maps are quite lacking in non-hydroponic growing; especially if it's a non mountainous map, since you can't even make use of gravel that borders the mountains.
#19
General Discussion / Re: Caravans = Loot pinatas?
April 10, 2016, 02:37:03 PM
I think they should stay as is. Maybe add some extra guards; but generally the same. It's good to have the choice of either robbing them; and collapsing relation between you and them, leading to future sieges and attacks for a one time boost to resources or building a healthy trading relationship; allowing you to exchange what you don't need for what you do.
#20
General Discussion / Can nests spawn on floors?
April 10, 2016, 02:16:10 PM
I know that insect nests can spawn inside of mountains on unpaved floors; but what about paved floors? IE; wood, steel, or concrete.
#21
Quote from: Limdood on March 19, 2016, 07:56:42 PM
Easy:
Boreal Forest (short growing season, but otherwise simple)
Temperate Forest (hot and cold extremes can make heating/cooling a segmented base a pain)

Medium:
Arid (low arable land, temperature can be tough, rarer wood)
Tundra (short days, somewhat colder than boreal, rarer wood)
Rainforest (movement issues, unusable land, rampant disease)

Hard:
Desert (all the issues of arid, but a bit more extreme)

Very Hard:
Ice sheet (yeah...)
I actually find tropical harder than icesheet simply because you don't have to deal with constant sickness or extreme overheating. To live in the icesheet you only need hydroponics, heating and power. If you can survive the first few weeks, you've made it.
#22
My only real problem with the combat in game is that you can throw a grenade into a roofed structure from outside. :-\
#23
General Discussion / Re: Your favorite backstory?
March 18, 2016, 01:27:53 AM
I find the urb-world stories interesting. It'd be neat if they were fleshed out even more.
#24
I play a lot of ice sheets. All the bad guys freeze to death. The only cons are that all the good guys freeze to death. Or starve to death. Or are beaten to death by other good guys who lost their minds wandering past all the dead bad guys who have been laying in the snow for the past five years.

Also like deserts and boreal forests though, since you can get a lot of temperature variation. I'd also really like rainforests and arid biomes if over heating wasn't such a pain to deal with.
#25
Quote from: erdrik on March 18, 2016, 12:34:11 AM
Can you post your doctors skill level, and health stats?

Ive got 3 docs in my colony and have done at least 4 different operations without any trouble at all.
I would like to know if my success is just a measure of lucky rolls or if maybe something is impeding your doc's success...
Truth be told, I've never had a single failed surgery in all my time of playing rimworld. I typically use Doctors with a skill of 5 or more. Sometimes 2-3 if the colony is failing and everyone is dying.
#26

Solar apocalypse event sounds really interesting. But how would you survive it? Even a mountain base would have cooling problems.
#27
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 10, 2016, 05:07:13 PM
Not relevant at all, but my semi disabled pet iguana just drank itself to death by ingesting to much wine. Just barely saved my Labrador, caught him in the middle of a drinking session.
#28
Stories / Re: Bitter irony and the fourth wall
March 09, 2016, 10:14:03 AM
Quote from: StorymasterQ on March 01, 2016, 07:25:53 PM
Quote from: A Friend on March 01, 2016, 07:27:31 AM
I once trained a dog using the leftover meat of its pup once. Good times...

I'm not including your edit, Friend, so that's going in my list as well.

Imagine that, two quotes right next to each other. March is truly here. Oh ye sweet A12 child.
Love that humble little list of yours. Favourited for future enjoyment. Can't wait for more quotes. :)
#29
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 09, 2016, 01:17:46 AM
Just had a visitor go berserk in front of an improvised turret and begin to tear up one of my colonists. The turrets didn't open fire, or do much of anything. Anyone else have this problem? Second time this has happened.  :-\
#30
Outdated / Re: Violent Planet Challenge
March 08, 2016, 08:13:24 PM
So it doesn't work with save games?