Most useless workshops ?

Started by b0rsuk, March 04, 2015, 02:45:50 AM

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MsMeiriona

Quote from: lusername on March 04, 2015, 01:47:36 PM
Quote from: MsMeiriona on March 04, 2015, 11:58:47 AM
Once you have a decent sized colony and are in need of income, ALL the workshops are good. Because the key to income, I've found, is -always- being able to sell enough to whatever trader comes by to get all their silver, you want to have a large variety of stuff.
Yeah, but eventually you start requiring a ludicrous amount of storage space just to store all the silver...and you still have nothing to buy.
Silver stacks to 400, doesn't it?  That doesn't end up requiring all that much room to store.

And what do you mean nothing to buy? Aren't you upgrading things? Making things less flammable, more health?

Vexare

With clothing deterioration such a big deal this alpha build, you all still find tailoring useless? Maybe it's the setting I'm playing and lack of large numbers of raiders but their clothing dropped after we kill them isn't enough right now for my colony so tailoring is important to keep everyone's weeble butts covered.

I agree with all the other statements that some workshops seem more useless than others depending on your playstyle but there again is the beauty - some players really like a busy colony with lots of worker bees doing things and so each workshop can provide another extension of 'work' for the colony's livelihood even if it's not a big money maker. Honestly this build there doesn't seem to be much you can do to make tons of silver other than build massive devilstrand plantations. I'm hoping and confident Tynan has better crafting for profit ideas on the way.

Daemoneyes

Quote from: Vexare on March 04, 2015, 03:54:24 PM
With clothing deterioration such a big deal this alpha build, you all still find tailoring useless? Maybe it's the setting I'm playing and lack of large numbers of raiders but their clothing dropped after we kill them isn't enough right now for my colony so tailoring is important to keep everyone's weeble butts covered.

I agree with all the other statements that some workshops seem more useless than others depending on your playstyle but there again is the beauty - some players really like a busy colony with lots of worker bees doing things and so each workshop can provide another extension of 'work' for the colony's livelihood even if it's not a big money maker. Honestly this build there doesn't seem to be much you can do to make tons of silver other than build massive devilstrand plantations. I'm hoping and confident Tynan has better crafting for profit ideas on the way.

I find stone statues are a good source of income, in the last two games i ended up with 2 artists and had tons of money (100k silver+ and colony worth well over 700k) when i got bored and abandoned the colonies.

Daemoneyes

Quote from: lusername on March 04, 2015, 01:47:36 PM
Quote from: MsMeiriona on March 04, 2015, 11:58:47 AM
Once you have a decent sized colony and are in need of income, ALL the workshops are good. Because the key to income, I've found, is -always- being able to sell enough to whatever trader comes by to get all their silver, you want to have a large variety of stuff.
Yeah, but eventually you start requiring a ludicrous amount of storage space just to store all the silver...and you still have nothing to buy.
Power Armor and Weaponry
Steel, Plasteel, Medicine, Munition,
Hyperweave/Synthread/Devilstrand
just wish those merchants had more Power Armor and Sniper Rifles.

lusername

Quote from: MsMeiriona on March 04, 2015, 03:52:33 PM
Silver stacks to 400, doesn't it?  That doesn't end up requiring all that much room to store.
500, and you'd think, but then you try storing 500K silver. There's not enough ROOM down here for this.

Quote from: MsMeiriona on March 04, 2015, 03:52:33 PMAnd what do you mean nothing to buy? Aren't you upgrading things? Making things less flammable, more health?
I can mine my own granite just fine, so making things less flammable and more healthy doesn't involve buying anything.

Quote from: Daemoneyes on March 04, 2015, 08:15:43 PM
Power Armor and Weaponry
Steel, Plasteel, Medicine, Munition,
Hyperweave/Synthread/Devilstrand
just wish those merchants had more Power Armor and Sniper Rifles.
There's never enough of these things that you can actually buy enough. In fact, not once have I seen them selling a serviceable weapon. It's always something inane like uranium shivs, or the item is in crap condition and thus not worth purchasing. Even when I buy every single one I can, they're so rare that the pile will continually grow. Hell, usually I can buy anything off the barter and still have change left over.

CodyRex123

Why do so many people HAVE trouble with sustaining power, If you run out, build or batteries or as i find, Solar panels, Look, its not that hard to keep something powered for a night and if its left on, you might have a need of it suddenly, Might as well leave it on, if you do that you also have a object that you can turn off in a moment if you start using more power then your creating.
Dragons!

lusername

Because you're limited in power by the number of geothermal spots available. Wind and solar can only be placed on the open surface, and to be on the surface is death. Wind is also extremely unreliable in its output, and solar only functions during the day. Batteries will destroy your base, and are therefore useless unless you want your base constantly exploding.

I can't really think of when you would "suddenly need" a crafting table, anyway, especially some of the more disused and situational ones, and need this more suddenly than having the guy who is to use it turn it on and use it.

Boboid

Quote from: lusername on March 05, 2015, 02:22:58 AM
Batteries will destroy your base, and are therefore useless unless you want your base constantly exploding.

People say this all the time, but honestly you must be misusing them because I never have this problem, even with up to 15 batteries on my ultra-large colonies where geothermal was a pain in the arse INSIDE MOUNTAINS, the explosions are a tiny annoyance at best.


Are you all making your structures out of wood and turning off firefighting on all your colonists? Are you all making 3x the batteries you need to thereby increasing the explosion size? Have none of you considered battery isolation with the new power switches?

I just don't get it, what's the deal?

The average damage caused by a 6-8 battery explosion in my colonies is 1 destroyed conduit, maybe a small amount of bench damage if it happened in my crafting room.. and a single minor burn? Once every... three months?
Especially with the new firefighting AI... colonists just hammer fires into oblivion in a matter of seconds, the biggest risk is inside mountain bases where the temperature can rise too quickly in small rooms if the conduit explosion happened in an unlucky location but.. apart from freezers and bedrooms, the latter of which shouldn't have any conduits in them anyway, there are no rooms *that* small to be *that* dangerous.
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

lusername

Quote from: Boboid on March 05, 2015, 03:22:10 AM
I just don't get it, what's the deal?
A constantly recurring annoyance for which there is no counter beyond the removal of all batteries? Everything else can be dealt with by throwing more of something at the problem or simply ignoring it until it goes away. There is no counter for this attack aside from removing the batteries that cause it. Everything else in the game has a counter. Crazed animals? Stay in the base, deploy turrets. Raiders? More turrets. Sieges? Large battery of 10 mortars. Soar flares? Heat waves? Cold snaps? Just ignore them until they go away. The counter for battery-inflicted explosions is...not to use batteries.

Quote from: Boboid on March 05, 2015, 03:22:10 AMOnce every... three months?
Three months? Try three minutes. If it only exploded every three months, I probably wouldn't see this happen until alpha 12. In game, this was pretty much a daily occurrence until I removed all the batteries and converted to geothermal.

Boboid

The damage inflicted by battery explosions is *tiny*, the overall productivity loss is probably on-par with the psychic drones but lasts 1/10th of the duration.
There's a perfectly reasonable counter to it, extinguish it and stop designing your buildings out of flammable materials :P

To be clear I'm referring to in-game months. I get probably 3x the crop blights that I do battery explosions, and the crop blights are a larger productivity hit by orders of magnitude.


You're not doing something crazy like putting your batteries outside are you?
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

lusername

Quote from: Boboid on March 05, 2015, 03:53:15 AM
There's a perfectly reasonable counter to it, extinguish it and stop designing your buildings out of flammable materials :P
Extinguishing it does not undestroy your base, nor does it prevent the problem from happening again in about 3 minutes.

Quote from: Boboid on March 05, 2015, 03:53:15 AMTo be clear I'm referring to in-game months. I get probably 3x the crop blights that I do battery explosions, and the crop blights are a larger productivity hit by orders of magnitude.
Crop blights have a counter, though: Crops you allow to go feral outside of a grow zone don't apparently get blights. Additionally, crop blights don't require that the player take any action to resolve. You just ignore them and they go away on their own, as your colonists are capable of resolving this without your assistance.

Quote from: Boboid on March 05, 2015, 03:53:15 AMYou're not doing something crazy like putting your batteries outside are you?
Heavens no, I know how to play the game. I don't put batteries at ALL, because they CONSTANTLY EXPLODE. I don't think batteries even have enough HP to survive being outside. With only 100 HP, they are instantly destroyed the moment any siegers show up. Assuming they haven't wiped themselves out with an explosion before the siegers set up their mortars. Both such events are roughly equally likely.

Apophis

If i can avoid batteries, I will, but as long as they are not completely full with still excess power, you should not get explosions, right? So the solution is more batteries :)

On topic:
The most useless workshop for me is the crematorium. I butcher raiders so I can make parkas out of their skins and sell all of their clothing.

lusername

Quote from: Apophis on March 05, 2015, 04:36:11 AM
If i can avoid batteries, I will, but as long as they are not completely full with still excess power, you should not get explosions, right? So the solution is more batteries :)
I can't find anything that indicates they're caused by batteries being full, but I don't think adding more bombs to your base is the answer.

Quote from: Apophis on March 05, 2015, 04:36:11 AMThe most useless workshop for me is the crematorium. I butcher raiders so I can make parkas out of their skins and sell all of their clothing.
You can't butcher the rotten raiders and animals, they will hang around forever. The Crematorium is not a really a workshop, anyway, it's more of a garbage disposal.

Boboid

Quote from: lusername on March 05, 2015, 04:32:17 AM
Quote from: Boboid on March 05, 2015, 03:53:15 AM
There's a perfectly reasonable counter to it, extinguish it and stop designing your buildings out of flammable materials :P
Extinguishing it does not undestroy your base, nor does it prevent the problem from happening again in about 3 minutes.

Quote from: Boboid on March 05, 2015, 03:53:15 AMTo be clear I'm referring to in-game months. I get probably 3x the crop blights that I do battery explosions, and the crop blights are a larger productivity hit by orders of magnitude.
Crop blights have a counter, though: Crops you allow to go feral outside of a grow zone don't apparently get blights. Additionally, crop blights don't require that the player take any action to resolve. You just ignore them and they go away on their own, as your colonists are capable of resolving this without your assistance.

Quote from: Boboid on March 05, 2015, 03:53:15 AMYou're not doing something crazy like putting your batteries outside are you?
Heavens no, I know how to play the game. I don't put batteries at ALL, because they CONSTANTLY EXPLODE. I don't think batteries even have enough HP to survive being outside. With only 100 HP, they are instantly destroyed the moment any siegers show up. Assuming they haven't wiped themselves out with an explosion before the siegers set up their mortars. Both such events are roughly equally likely.


I can't understand how you're suffering from the kind of damage that anyone would reasonably lable a " Destroyed base " , and the frequency ( while certainly random ) just isn't that bad.

As to your crop-blight-counter, that's really nothing more than an exploit, removing the growing zone out from underneath crops does indeed exempt them from blights but that's a silly amount of micromanagement and really those crops ought to be blighted like the rest.

The notion that you have to in some way " resolve " conduit explosions is a bit crazy frankly, you're talking about replacing a single power conduit, that's it. Your colonists deal with 99% of the situation.


And to be perfectly clear, batteries DO NOT explode(Unless placed outside in the rain). Conduits do if you have stored power and the resulting fire is proportional to the amount of power stored.


Quote from: Apophis on March 05, 2015, 04:36:11 AM
If i can avoid batteries, I will, but as long as they are not completely full with still excess power, you should not get explosions, right? So the solution is more batteries :)

Nah that's not the case, conduits failures happen *if* you have stored power and scale accordingly but the batteries do not need to be full in order to trigger them.
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

lusername

#29
Quote from: Boboid on March 05, 2015, 06:12:41 AM
I can't understand how you're suffering from the kind of damage that anyone would reasonably lable a " Destroyed base " , and the frequency ( while certainly random ) just isn't that bad.
It happens constantly, nearly as often as crop blights. The difference is, crop blights are basically ignorable. You can counter the problem simply by throwing more crops at it, as crop blights only kill a proportion of the crops, something like 80 or 90%. So, you just write that off and figure that 1 in 10 survive, as no crop generally makes it to completion anyway. None of this requires any additional annoyance on your part: The crop blight resolves itself, you just zone a sufficiently large area to compensate for the fact that 80-90% of all crops will always be lost.

The battery-induced conduit explosions, on the other hand, cannot be counteracted in any other way, it will always destroy chunks of your base, unless you remove all the batteries and run exclusively on wind and geothermal. Of course, the final nail in the coffin for solar plants is that they must be placed outside, which means they're going to all be destroyed in the first siege. You're going to have to do without them anyway, may as well start sooner rather than later.