Component assembly without multianalyzer?

Started by Alenerel, November 12, 2016, 06:38:50 AM

Previous topic - Next topic

Alenerel

This isnt exactly a suggestion, at least now.

What do you think about researching the component assembly without needing the multi analyzer? Most of times I end up stuck since I cant build one for a long time and traders not showing is annoying, mostly when you dont have moneys for calling them.

About its cost, should it be nerfed? The bench costs 30 components.

mumblemumble

the component cost IS a bit steep, but I view components as like computer chips, fine machinery, screws, ect.... only thing I would change it perhaps make it automated for use

Also, what I do is IMMEDIATELY buy gold the first chance I get, even if its before I have defenses..I will need it later.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Shurp

By the time you need the gold for the multi-analyzer, yes, the traders stop showing up with gold to buy for it.  The problem here is the traders, not the multi-analyzer.  Devmode an orbital exotic goods trader when you need the gold.  Or buy it in advance.

And don't worry about component assembly.  If you fix trading so traders show up, you can buy all the components you need.  (You'll run out of steel in no time if you try to manufacture components anyway).
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

Listy

Quote from: mumblemumble on November 12, 2016, 10:22:11 AM
the component cost IS a bit steep [...]

Steep? It'd bloody vertical. My main concern isn't so much the actual raw materials, its the time for production. I have a large, long term colony, and with three assembly benches and three colonists at it all the time I never have enough for crafting.

I would buy some in, but traders have stopped arriving. I've not seen an orbital trader for a good few years, although there was a single bulk goods caravan a couple of months ago (who had seven components). Apart from him even the caravans have stopped.

I would mention that deep drilling and water pumps not being re-installable is burning an awful lot of them, as I'm playing on a swamp.

Alenerel

I agree, drills and pumps should be able to be reinstalled.

Canute

Why do you bother your pawn to produce components anyway ?
They are very work and resource intensive.

It is much better you call daily a Exotic good or bulk good caravan from a friendly faction (300 gold) and buy all the components from him, while you sell all you manufactured items or resources to the caravan.

mumblemumble

Quote from: Alenerel on November 12, 2016, 01:42:57 PM
I agree, drills and pumps should be able to be reinstalled.
I disagree, because then drilling essentially has no cost...see, drills IRL break a LOT, and need repairs all the time. At least this way using a drill isn't 100% free...same applies to pumps

Quote from: Canute on November 12, 2016, 02:14:22 PM
Why do you bother your pawn to produce components anyway ?
They are very work and resource intensive.

It is much better you call daily a Exotic good or bulk good caravan from a friendly faction (300 gold) and buy all the components from him, while you sell all you manufactured items or resources to the caravan.
Thats VERY expensive to keep calling / buying like that, not all economies can handle it. components are actually reasonably cheap to make, just they take FOREVER to get made.

really, I think making a component produce 5 units instead of 1 would help a lot, perhaps for a higher steel cost.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Bozobub

I think this is more a comment on the somewhat borked trading system, rather than components being too hard to make ^^' .  As noted above, component manufacture really isn't supposed to be your primary source.
Thanks, belgord!

Trylobyte

My main issue with components is how many components you need before you can start making components.  You need, at a minimum, 42 of them - 2 for a cheap generator, 10 for a high-tech research bench, and 30 for the table itself.  Add in the resources and time required to make them and the return on investment for component assembly is probably one of the worst in the game.  You're better off spending your time on something profitable then spamming traders and buying components.

I'd like to see this change, since I'm fond of self-sufficient colonies, but that's just how it is right now.

sadpickle

Quote from: Trylobyte on November 12, 2016, 08:06:14 PM
Add in the resources and time required to make them and the return on investment for component assembly is probably one of the worst in the game.
I agree. And it's an absolute essential transition product that is used in so, so many things, in addition to needing a steady supply to cover breakdowns.

Trade will net you some, but if you want to really scale up your industry you need to make them.

My last game I had 4 (no joke) component benches in the end, just to keep the supply up. I have no idea how long I'd have to churn out components before it became profitable to do so.

Ramp up the power requirements, make the tech more expensive, make it require uranium... just nerf the component cost a bit, please.

Listy

Quote from: mumblemumble on November 12, 2016, 02:22:42 PM
Quote from: Alenerel on November 12, 2016, 01:42:57 PM
I agree, drills and pumps should be able to be reinstalled.
I disagree, because then drilling essentially has no cost...see, drills IRL break a LOT, and need repairs all the time. At least this way using a drill isn't 100% free...same applies to pumps

Then give the drills a higher breakdown chance.

But pumps are a different kettle of fish. They already have so many negatives that its actually impossible to use them for more than minor landscape alterations. I'm currently into a play through where I deliberately landed on a high marsh/water area. Pumps take to long to pump out even one small area, they're unable to be re-installed, and so cost a colossal amount of materials, and they're fairly power hungry at the start of a game (when you need them) as they can't be turned off, if you suddenly find yourself over drawing your power supply.

Shurp

You can always disconnect the power line leading to them if you want to turn them off.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

Serenity

Quote from: Listy on November 13, 2016, 04:58:14 AM
as they can't be turned off, if you suddenly find yourself over drawing your power supply.
That's what switches are for

Listy

Quote from: Serenity on November 13, 2016, 09:03:47 AM
Quote from: Listy on November 13, 2016, 04:58:14 AM
as they can't be turned off, if you suddenly find yourself over drawing your power supply.
That's what switches are for

More steel and components then :p

It just seems a bit odd from a game play point of view, that you've spent the entire game up until then drilling into your players that devices can be unplugged. then suddenly not this one thing in the entire game.

Canute

It is a gameplay decition, the building cost are pretty low compared to the reward. And when you could reinstall the drills, you don't realy need the scranner anymore.

If you want unlimted resources with a highter build cost, look for Deep core drilling mod.