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Messages - Rhubarbs

#1
Good job on making all the mods play nice with each other. I'm actually impressed by the amount of stuff in this pack. I do have some minor feedback, of course.

For me, the biggest issue is this: I really dislike the disposable tableware. It just feels like my colonists are morons, and somehow incapable of using glass or metal utensils and plates more than once. And given that there is nothing left after they're done with a meal, I guess they might be eating them as well.

So rather than it's current state, I'd suggest making them something you can place on dining tables, cooking stations and counters. Maybe a separate piece of furniture altogether. Instead of being necessary, it would improve the meal quality, give a positive mood for using fancy silverware, and/or reduce the chance of food poisoning.

If not, I'd just remove them entirely. In it's current state the tableware is just hardcore goofy, instead of immersive.

Then on to something I find much less severe. Here are some issues I've encountered in 2.0a:
- All the shelf-like furniture are oriented the wrong way now that they require a wall.
- All the candies spoil in 4 days, which is absolutely ridiculous.
- Some of the heaters (and coolers) complain about needing a heater hopper, despite being electric.
- Dried fruit shows two different values for spoiling (one for 4 days, one for 90 days). It's because it inherits the daysToRotStart from MealRottable, as well as has it defined. Just change it to MealBase.

Some opinions:
- The small plasma generators need too much space between them. I'd reduce the limit by at least 1 space, maybe more.
- A lot of clothes and the resources they need seem to be largely unbalanced. Basic pants need nearly as much as an elaborate vest, for example. Adding some metal or spare parts to the elaborate clothes, while reducing the cloth requirement for the basic ones might work. It makes more sense to me that you get at least a pair of pants from killing a deer, and right now it isn't happening.

And like I said, other than that, I'm fairly impressed. I know what I wrote might seem negative, but it's just that I have no reason to complain about everything else, since it's just about spot on.
#2
I really like your mod. I've got a couple of suggestions.

Would it be possible to give the organ vat a grow time?

I feel it's a little weird that you can just make a heart in a few minutes. There's already code for growing crops, could you use that to make the organs grow in the vat after they've 'been "initialized" by the crafter?

It might also make for interesting auto-crafting tables, that let you "grow" items without an active crafter. Kinda like futuristic 3d printers.
#3
Great mod, but you should re-think some of the balancing.

I'd suggest you ease up on handicapping the movement and work speed of slaves. I mean, you've got a global -35% work speed debuff, you've got the possibility of undisciplined slaves slacking off, and if you have enough slaves to offset all that they'll riot. All of these compound to some pretty inefficient forced laborers -- I've had days where my cook managed to make four meals in a whole day.

At the very least, disciplined slaves should get something that offsets that work speed debuff, maybe even goes past it.