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Messages - evrett33

#16
General Discussion / Re: Value of early crafted goods
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.
#17
General Discussion / Re: Value of early crafted goods
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. 
#18
Bugs / 9e Small statues work requirement incorrect
February 23, 2015, 07:45:50 PM
The description on the work bill states my small granite statue should require 417 work units. However when I click on the item being made it say 1807 left. Is it possible the small statue is using the grand statue work amounts? On the large granite scuplture the bill says 833 to make but the item being crafted has over 4000 work units needed.
#20
General Discussion / Re: Value of early crafted goods
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.
#21
General Discussion / Re: Value of early crafted goods
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? 
#22
General Discussion / Value of early crafted goods
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?

#23
This is a great mod! Esp looking forward the boomrat update! In alpha 8 it was quite devestating. Can we get maybe two levels of boomrat?
#24
Bugs / Re: 9.275 Overview Tab - Need repro help!
February 23, 2015, 02:18:30 AM
This might seem like a real dumb question but have your colonists exited their pods yet? If you pause the game at the very start before the colonists get out of their escape pods then the overview looks like that.
#25
Ideas / Re: Write an event!
February 22, 2015, 10:17:29 AM
The AI running your guns/power/com computer becomes corrupted and decided to kill all humans.

Heavy rain/wind/poor maint causes a roof collapse.

A passing shaman declares you have settled on a sacred burial ground of his people. He demands a offering or he'll call down lightning on your base, summon ghosts to haunt your settlement, or drive local animals to attack your colonists.

A visiting artist becomes inspired. She constructs a statue of a leader you do not recognize and gifts it to the colony, inviting you to enjoy its beauty for all time. After she leaves you learn the statue is an comedic caricature of a local leader and that leaders zealous followers are bent on its destruction.

A princess from a local community has eloped with one of your colonists. She wants to join your colony but her brothers have arrived and demand her return.

One of the local animals has adopted your colonist. It follows him around to the entertainment of all and soon becomes the town mascot. They have even give it a name. If it were to perish everyone in the colony would be very sad.
#26
I'm guessing the vast majority of modders dont make min hourly income in whatever country they live..thats not sustaining at all.
#27
Outdated / Re: [MOD] (Alpha 9) Extended Woodworking v1.12
February 21, 2015, 10:11:11 PM
Thanks!
#28
General Discussion / Re: Wait, what? Traders?
February 21, 2015, 07:41:33 PM
I think Haplo likes to obscure things. He's hiding his true identity. His dog however is an open book. I saw the traders in a lets play and was like gotta have that..then it took forever to find because its not the -feature- feature of the mod...even though its clearly revolutionary.
#29
I'd like to see a system where mods dont work for the first 2 weeks after a release unless you hack up some cash to a fund that distribute $ to modders in general and $$ to modders who update on release. No one should work for free. Thats slavery.
#30
General Discussion / Re: Wait, what? Traders?
February 21, 2015, 06:49:52 PM
The mod "Misc w/ blah blah" by Haplo does this. Visitors setting up trade tents instead of invisible cold space people you never see is a huge improvement on the trade system.