RimWorld Next patch will be 1.0 confirmed by Tynan! |
- Next patch will be 1.0 confirmed by Tynan!
- I feel bad for her
- Packaged Survival Meal Production Is Redundant - Balance Analysis + Feedback
- She must have made someone VERY angry
- Same thing.
- The origin of toxic fallout : Resolve
- Endless cycle
- New start :)
- It took 9 years but we finally finished it
- First colony ever. Today I gave them their ending.
- Small Rabbit Mountains looks like the outline of a small rabbit
- What your Hospitality guests leave you when they want you to know they had a blast
- "Mistakes were made" -- Raid drop pod navigator
- They can only detect one thing: Fear.
- Decided to get my very own Mech Tortoise! Not as cute as Gysik's though.
- No Eyes, Bionic eyes
- I just discovered the boon that is transport pods for saving caravans
- Hybrid Medical/Prisoner Area (Modded)
- Help with sappers
- Ice Fortress of 'We're freezing our butts off'
- "Phillip has been eaten by a pig." What?
- Just had my first poison ship and i accidentally clicked off the bit telling me about it, sooo what do i do about it?
- Mistakes were made
- Is there any mod that can let you set up more advanced logistics between storage spots?
Next patch will be 1.0 confirmed by Tynan! Posted: 14 Jan 2018 08:10 PM PST |
Posted: 14 Jan 2018 11:39 AM PST |
Packaged Survival Meal Production Is Redundant - Balance Analysis + Feedback Posted: 14 Jan 2018 09:33 AM PST So in Alpha 17, the production of Packaged Survival Meals became a reality in the base game. Great, right? After all, packaged survival meals weighed less than standard meals, had a fairly decent amount of nutrition and would never spoil. These characteristics alone seem like a great sell so far, but they come at a significant cost. A single packaged survival meal takes 1,400 ticks (23 seconds) of work to make, along with 0.5 meat nutrition and 0.5 vegetarian nutrition - that's 10 meat or 2 eggs and 10 of any fruit/vegetable. On top of that: a level 8 cook is required to even be able to produce packaged survival meals, and a 2,000 point research that requires nutrient paste to be researched, which in turn requres electricity. A single packaged survival meal that has 0.9 nutrition; the same amount as a simple meal. It's not the above setbacks alone though that's the packaged survival meal's biggest problem in terms of overall feasibility though. Pemmican is the problem. A batch of 16 pieces of pemmican takes 700 ticks (12 seconds) of work to make, along with 0.25 meat nutrition (excluding animal products) and 0.25 vegetarian nutrition - 5 meat and 5 of any fruit/vegetable. There is no skill level restriction to producing pemmican, and the research required takes a mere 500 points without any prerequisites. A single piece of pemmican has a nutrition of 0.05; a batch has a total nutrition of 0.8. While it could be argued that packaged survival meals never spoil while pemmican takes all of 80 in-game days to spoil, remember that your colony has the capacity to freeze food using electricity, so storing pemmican isn't going to be an issue when it comes to spoilage. On top of that, your average trade caravan journey's probably only going to be around 5-10 days, in which time the pemmican will most likely have been consumed. The only other advantage that packaged survival meals have over pemmican is that they are far more space-efficient: a full stack of 75 pemmican is 3.75 nutrition, compared to a stack of 10 packaged survival meals sporting 9 nutrition which substantially cuts down on loading time. A human has a baseline daily nutrition consumption of 1.6. "So why argue that packaged survival meals are redundant when you clearly listed two advantages," you might be thinking. While those advantages are definitely present, they won't really be distinct by the time you are at the point in the game where you have sufficient manpower to comfortably caravan. Now to list the ugly side of the comparison between packaged survival meals and pemmican:
I personally think that this is quite a major balance issue, and perhaps some tweaks should be made to make packaged survival meals more appealing - lowering the production cost from 0.5/0.5 to 0.3/0.3 meat/veg nutrition would be a great start. I've tried to give all sides to the argument and it'd be great to see more thoughts on this matter! [Edit: Typo fix] [link] [comments] |
She must have made someone VERY angry Posted: 14 Jan 2018 01:09 PM PST |
Posted: 14 Jan 2018 04:44 PM PST |
The origin of toxic fallout : Resolve Posted: 14 Jan 2018 01:57 PM PST |
Posted: 14 Jan 2018 01:41 PM PST |
Posted: 14 Jan 2018 02:01 PM PST |
It took 9 years but we finally finished it Posted: 14 Jan 2018 04:51 PM PST |
First colony ever. Today I gave them their ending. Posted: 14 Jan 2018 05:59 PM PST |
Small Rabbit Mountains looks like the outline of a small rabbit Posted: 14 Jan 2018 12:58 PM PST |
What your Hospitality guests leave you when they want you to know they had a blast Posted: 14 Jan 2018 02:12 PM PST |
"Mistakes were made" -- Raid drop pod navigator Posted: 14 Jan 2018 01:03 PM PST |
They can only detect one thing: Fear. Posted: 14 Jan 2018 09:14 AM PST |
Decided to get my very own Mech Tortoise! Not as cute as Gysik's though. Posted: 14 Jan 2018 04:19 AM PST |
Posted: 14 Jan 2018 05:50 PM PST |
I just discovered the boon that is transport pods for saving caravans Posted: 14 Jan 2018 04:39 PM PST Returning from making a deal (82 healroot for a one-use research AI), a sole colonist travelling on an ancient highway saw a nearby stash a native tribe told me about. A short trek across the mountains still left enough food and was a shortcut that added little time, so why not? I've barely explored the caravan system, so I went for it and sent her there. Well, 5 guys ambushed her and her llama. Ouch. She shoots one up, but is taken down by the melee. They try running off with her, but meanwhile back at the ranch, Porter races for a transport pod with a handful of healroot. Another pod was loading, but they're taking too long. Porter crashes the party, literally, longsword in hand. Everyone scatters and flees the scene, despite outnumbering him, but the llama is still there, kicking and headbutting the guy carrying the colonist. One slice, and it's game over. That llama is getting a promotion. In fact, I think that might be a (somewhat expensive) way to handle ambushes. Apparently, when they think they've won, they flee the scene. You could easily send a crappy colonist on a one-way trip. Let them win, then drop-pod in to collect the loot. You wouldn't even need to fight. [link] [comments] |
Hybrid Medical/Prisoner Area (Modded) Posted: 14 Jan 2018 08:01 PM PST |
Posted: 14 Jan 2018 10:53 PM PST I'm on year five of my colony, I can deal with most raids no problem but the sappers are able to get through the defenses and either steal my people or my supplies. I've already lost an AI persona core and at least a half dozen colonists. My defenses include:
None of these help at all with the sappers, since frag grenades or them just mining through the walls gets them inside before I can get my soldiers outside. send help [link] [comments] |
Ice Fortress of 'We're freezing our butts off' Posted: 14 Jan 2018 06:56 AM PST |
"Phillip has been eaten by a pig." What? Posted: 15 Jan 2018 01:16 AM PST I just got that alert, but I don't know who Phillip is. I know it wasn't a colonist, because my colonists are all women. The only named animals I have are timber wolves (who get one automatically) and muffalos (who were named after nuzzling). Is it actually possible for a pig to hunt and eat a newborn timber wolf puppy? Because that's all I can think of, but I'm more than a bit freaked out if that's the case. [link] [comments] |
Posted: 14 Jan 2018 08:52 AM PST |
Posted: 15 Jan 2018 12:59 AM PST |
Is there any mod that can let you set up more advanced logistics between storage spots? Posted: 15 Jan 2018 12:38 AM PST For example setting up a spot for a singular item that requires a minimum of X and if the amount of said item drops below X it will automatically haul more of said item to the spot from another storage spot of your choice, it'd be very useful for making things more efficient with higher pop colonists and etc... [link] [comments] |
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