B18 - Crafting Medicine sucks

Started by Yoshida Keiji, December 23, 2017, 12:52:39 AM

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Yoshida Keiji

In my current game, I have 17 pawns, out of which 2 have interest (passion) and burning passion in both Medicine and Crafting. Then there are other 8 who at least have passion in one of the two, be either Medicine or Crafting, but not both.

Anybody will want to make sure to assign a colonist who is proper to the task and that won't be losing skill points while performing the task... However...crafting Medicine gives points to... Intellectual... WTF! So now I need a third skill level watch for my pawns to not turn into complete waste of time? My Hooke Bradford has burning passion on both Medicine and Crafting...but he keeps losing skill points...because Medicine crafting goes to Intellectual...WTF...

Canute

Since medicine/drugs don't got any quality, you don't need a higher skill in these 2 categories, it don't even speed up the crafting process.

Snafu_RW

Quote from: Canute on December 23, 2017, 03:22:38 AM
Since medicine/drugs don't got any quality, you don't need a higher skill in these 2 categories, it don't even speed up the crafting process.
(but apparently intellectual does, for some odd reason..)
Dom 8-)

khun_poo


mrm

Yep this is totally wrong. I have a pawn with free time and skills to craft medicine so i try to send him to the drugs table. It said "will never produce drugs at drug lab". I check his traits for some kind of teetotaler trait, but there's nothing like this. And now it turns out the reason is incapability of intellectual. The f?

Reolos

I would suggest getting Mad Skillz from the workshop. You can adjust and even eliminate the needless skill degradation with it.

Reo

Bozobub

The problem isn't *really* skill degradation itself, which makes at least some sense.  The problem is that doing a job that requires a certain skill/is under a specific skill category in the job matrix, does not train that skill, thus FORCING skill degredation on a worker who is constantly doing a skilled job >:(. It makes zero sense, relative to the rest of the skill mechanics, except for crafting and stone block-making, which has a similar disconnect.

Personally, I think medicine manufacture should be rolled into doctoring (yes, doctors DO get a lot of chemistry/organic chemistry training) and block-making should be rolled into construction.  It would both simplify and rationalize the situation.
Thanks, belgord!

khun_poo

Quote from: Bozobub on December 26, 2017, 12:24:04 PM
Personally, I think medicine manufacture should be rolled into doctoring (yes, doctors DO get a lot of chemistry/organic chemistry training) and block-making should be rolled into construction.  It would both simplify and rationalize the situation.

If we could give smelting steel slag and weapon to relate with some sort of skill too. It would be great.  ;D

Bozobub

That would roll into smithing/weaponsmithing just dandy, imo.

I don't really mind if the rewards for simpler tasks are miniscule, even; just as long as its enough to offset skill degradation, plus maybe a teeny increase, would be fine.  But the idea that you have to gimp your pawns' skills to get these jobs done (which are obviously related) is a bit silly, at best.
Thanks, belgord!

Tynan

This does seem a bit weird, I'll look into it. Thanks.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Songleaves

Quote from: Bozobub on December 26, 2017, 12:24:04 PM
(yes, doctors DO get a lot of chemistry/organic chemistry training)

No more than the average biology undergrad.

Gremdavel

It's definitely not as important, but I believe it is the same situation with psychoid pekoe.

Bozobub

#12
Quote from: Songleaves on December 27, 2017, 01:32:39 AM
Quote from: Bozobub on December 26, 2017, 12:24:04 PM
(yes, doctors DO get a lot of chemistry/organic chemistry training)

No more than the average biology undergrad.
Which is WAY more than your average Joe =).  Who would be more likely to have such training, especially in medicine properties/manufacture?
Thanks, belgord!

TryB4Buy

Quote from: Tynan on December 26, 2017, 05:45:00 PMThis does seem a bit weird, I'll look into it. Thanks.
Yay! I'm sure it had a design decision long ago, but now its just an artifact that trips up people just learning the game.

lancar

#14
Honestly, when it comes to crafting of anything that isnt clearly smithing or tailoring, the game is really fuzzy on what type of crafting needs what and grants experience to.

In the description of any bill that uses the "crafting" work, I would like it to specifically state:
1, all the skills the bill uses
2, what level of these skills are required
3, what skills will boost the speed (as "crafting" bills typically do not have any quality levels of the items they make)
3, what skills it will grant experience to

This includes bills doing work that grants no skill exp and needs no skill, like stonecutting. It should clearly state that its skill-less, grants nothing and cannot be sped up.

/edit:
Maybe something like this:

Make Medicine:
Job type: Crafting
Required skills:
Intellectual (6), grants experience.
Crafting (3), affects speed.

or:
Make Any Stone Blocks:
Job type: Crafting
Required skills: Crafting (0)
no skill affects speed
grants no experience

or:
Cremate Corpse:
Job Type: Hauling
Required skills: None
no skill affects speed
grants no experience