No way to manufacture neutroamine

Started by Dinoabunai, September 12, 2016, 02:15:25 PM

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BlueWinds

#15
Quote from: Tynan on September 13, 2016, 12:16:19 AM
I think the question of how much trade is part of the game is separate from how much combat is part of the game. One could eliminate trade and have a strong emphasis on combat (see: real tower defense games). Or, one could eliminate combat and have a strong emphasis on trade.

If you do want to remove traders entirely that'd be an interesting and very easy-to-make mod!

I expected it to be craftable because virtually everything else is. I'm not saying everything should be craftable, merely that I've built up that expectation from the rest of the game. If I can build charge rifles and power armor, not making personal shields feels strange. If I can craft components, not being able to make neutramine feels strange.

I'd be interested to see the design decision (which I happen to like!) enforced more evenly, then it wouldn't feel so surprising. Remove the crafting of charge rifles + power armor would be a good start - they feel further out of colony-level scope than a particular chemical.

Pillow Fort

if you really need it to be craftable, mods can help u there.

people like different playstyles. thats why mods exist.

Serenity

Medicine wasn't craftable before either. Now it is, but needs a non-craftable resource. That doesn't look like much of a change first, but neutroamine is also used as an ingredient in other drugs.

mumblemumble

I think it would be neat if neurostuff could be produced,  but only through a gross process of boiling down,  and processing dead bodies,  so its unpleasant,  unhealthy,  and unclean,  but can produce it pretty cheap,  with the downside of people being miserable doing it.
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BlackSmokeDMax

Quote from: mumblemumble on September 13, 2016, 01:29:26 PM
I think it would be neat if neurostuff could be produced,  but only through a gross process of boiling down,  and processing dead bodies,  so its unpleasant,  unhealthy,  and unclean,  but can produce it pretty cheap,  with the downside of people being miserable doing it.

Now that sounds like a great mod!

Jimyoda

Quote from: mumblemumble on September 13, 2016, 01:29:26 PM
I think it would be neat if neurostuff could be produced,  but only through a gross process of boiling down,  and processing dead bodies,  so its unpleasant,  unhealthy,  and unclean,  but can produce it pretty cheap,  with the downside of people being miserable doing it.
Neat idea. +1

Was about to hit post, then I just realized something horribly fantastic. Drugee colonists would literally kill their comrades for drugs when the cupboards have no more drug-making ingredients. Oh boy. Now that's life (and death) on a rimworld.
Quote from: Rahjital on July 09, 2015, 03:09:55 PM
"I don't like that farmers chop people up."

Obviously she has already played Rimworld :P

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Thias

#21
I dont like the fact, that its not possible to make your own medicine. I too thought this was a survival game. And the colony should be able to sustain itself and evolve completely on its own. They can build space ships and energy weapons but are unable to make their own med stuff? Thats unrealistic imho.
And its limiting the sandboxy feel I like about the game. The devs should really think about that "forcing players to a certain play style" - minecraft did very well without that.

Just my 2ct.

delheit

I think a good way to have both the ability to craft everything or nearly everything but make trading very important would be using the research tree and making specialization a possibly. Such as maybe making it very difficult to get all possible technologies.

It would be cool if my colony could manufacture drugs but yours can make charged rifles and it would be a huge cost sink to try to and do both. Hope you guys understand what I mean.

ShadowTani

You can get Neutroamine as cheap as 6-7 silver each from one of the traders; forgot if it was the Exotic one though. It's one of the few consumable things worth spending silver on - Chocolate being another. Personally I wish Tynan would come up with even more such trade-only commodities.

However, I understand for certain scenario's, personal gameplay preferences and various other reasons it's still nice to be able to craft it. But I don't think it should be changed in vanilla. With the mod I uploaded today there should be three alternative mods now that allows you to craft neutroamine I believe.

Arctic_fox

#24
Quote from: ShadowTani on September 14, 2016, 11:15:02 PM
You can get Neutroamine as cheap as 6-7 silver each from one of the traders; forgot if it was the Exotic one though. It's one of the few consumable things worth spending silver on - Chocolate being another. Personally I wish Tynan would come up with even more such trade-only commodities.

However, I understand for certain scenario's, personal gameplay preferences and various other reasons it's still nice to be able to craft it. But I don't think it should be changed in vanilla. With the mod I uploaded today there should be three alternative mods now that allows you to craft neutroamine I believe.

Well neutroamine is a give take thing, i agree it shouldnt be craftable right away even with reasearch, because lets be honest some chems and drugs wont be produceable by a small colony pretty much peroid, many things need other things to make them, I.E tools to make tools, many modern drugs require special labs tons of chems plants and christ knows what else, now one idea is having a crafting table you can buy directly from traders along with special reasearch tables to learn how to grow special plants to make the drug or perhaps even buy bulk chems for cheap but have them be toxic and add a -15 to -25 mood buff and make the colonist sick as hell unless you get special very rapidly degradeing clothing that costs a lot of money and need it in a sealed room.

Honestly i would love to see production benches and such sold by traders that have upgrades and special benefits but require specilized components only able to be bought from traders if they break down, perhaps even shielded benches that will work off battery power in a solar flare or even hydroponics benches that do.

Would make trading a much larger part of the game.

rollo

I actually love the idea that neutroamine could be milked from boomalopes, that would give you a way to get it, just a very inconvenient one.

Wintersdark

Quote from: rollo on September 15, 2016, 03:09:58 PM
I actually love the idea that neutroamine could be milked from boomalopes, that would give you a way to get it, just a very inconvenient one.

And a very dangerous one.  Even if you kept them in a room somewhere out of the way, any kind of fire/explosion/whatever would instantly become a quasi-nuclear blast which would wipe out your whole herd. 

The tighter the herd is, the worse that aspect is, but the more spread out it is the more likely some random errant thing is to set them off. 

Add to that low production (one at a time, once a season to once a year, somewhere in there), and you'd be able to set up a supply, but it'd be a minor one at best, unless you REALLY invested in it.  Which ultimately would be comparable to setting up any major industry to fund buying the stuff in the first place.


delheit

Quote from: rollo on September 15, 2016, 03:09:58 PM
I actually love the idea that neutroamine could be milked from boomalopes, that would give you a way to get it, just a very inconvenient one.

Wow that's a great idea. Trading is still important then, unless you want a herd of highly explosive animal stock. Also adds some interesting lore to the game.

(If that came across as sarcastic like I think it sounds, no I am being sincere not sarcastic.)

Dinoabunai

Plus it's very strange that colonists CAN build spaceships, produce complicated drugs and combat-stims, make EMP weapons, but neurotamine... it's just beyond their understanding. It's wierd.

Britnoth

Quote from: Tynan on September 12, 2016, 11:20:26 PM
Yes, it's deliberate. It balances the economy, and it makes trade  meaningful.

Making trade meaningful by forcing you to buy a required ingredient just makes the research and production of your own drugs meaningless.

Why go about setting up your own drug or medicine production if you need to trade for a key ingredient, and the traders that sell it also come with their own drugs or medicine for sale? As do raiders?

I would suggest that either the ingredients need to be produced yourself, OR the availability of drugs from traders needs a serious rethink to make drug production more than a novelty.

The affects of the drugs themselves are also borked as hell right now. Beer is a massive waste of time. Smokeleaf is easy to use but gets people killed. While luciferium, go juice and wake up are god tier items that turn your pawns into supermen.