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Messages - Marcm

#16
Quote from: minami26 on October 13, 2014, 10:48:49 AM

hello everyone new update here took me long to update but I guess this should be a new version update rather than a fix update.

don't have much time right now just posting the update will respond tomorrow! also sourcecode is in the downloads for those who want it.

Awesome, thanks for the update minami26! Suddenly i dont care for economic balance anymore. Got a solar flare incident and one big mechanoid invasion(6 centipeds). Was just thinning them out with snipers for try as one hell of a big tribe (20+) raid jumped right into the back of the mechanoids..what a slaughter..then even another mechanoid group (5 centipeds 2 scyter) joined and short after another 20+ tribe group. All in one day :D. Manufacturing balance became a minor issue suddenly :D :D
#17
Dont get the wrong impression from all my bitching below. I do love Rimworld and your Minami mod! Thank you very much for all the love you put into this!!

Problim 1:
Quote from: minami26 on October 09, 2014, 04:09:13 AM
I changed the ProgramModule to be available only on Disassembling mechanoids. I'll be posting the new crafting guide soon. sry for the lack of info!
I tried a layed out of 16 "Hydroponics basin" each "Sun lamp". Then i found out each "Hydroponics basin" needs 4 "Hydroponics Basin Module", each needing 1 "Program Module". So my original plan to go build 2-3 fields indoor for my colony needed 48 x 4 = 184 "Program Module".

Its like impossible to harvest that much from Mechanoids - besides "Program Module" is needed for a lot of other recipies (for example "Improvised turret", "Battery module".

I was extreemly lucky one trader showed up with 60 "Program Module", each for 90 silver, + i had tons of stuff lying in my beaming zone that trader wanted - so i could afford buying all, when i was stuck building my first Hydroponics field.

So PLEASE reconsider making "Program Module" craftable or strip them from some recipies. Hydroponics just needs some very primitive logic circuit, if at all. Macgyver builds such a "logic circuit" from trash in a minute every 3. episode :p

Problim 2:
My (first) "Oil Refinery" took forever spitting out some "Refined oil". I was beginning to wonder if it was working at all until after 5 days i found it managed to produce 4 "Refined oil". Oil wells spit out staks of 5-60 much faster. Thats a bad joke compared to all the struggle building one in some remote place (took me 4 days with 3 constructors (including building a smal shag around it and the power conduit all the way back to my base).

It seems cheaper to sell Oil (4-5 silver) to a trader and buying back refined Oil (20 silver) instead. A single "Drilling Machine" produces more value and its cheaper + it doesnt need a deposite place in top. Please rebalance this. Its not worth building atm. for even if it produces 4200 W power, because the power line back home gets "cut" in every second raid, so you need some big power backup in Base anyway (which therefor makes it seem more efficient to keep the Oil deposit untouched to produce simple "Oil" and stay based on simple Oil + Gas Generator).