RimWorld

RimWorld

Medieval Sep 9, 2016 @ 4:30am
Neutroamine needs to be farmable in some way.
It defeats the purpose of spending all that time researching the ability to make medicine, researching hospital beds, and then crafting the Drug Lab to make Medicine only to discover Neutroamine can only be gotten from traders.

Please fix this. :)

Added Note: An Idea I came up with, just going to throw it out on the main page of the thread.

So let's throw out a wild idea. A Multi-tiered system that requires high levels in both crafting and farming, while researching all of the required prerequisites/blueprints. This also benifits the continuity of gameplay principle, which makes the core game mechanics flow smoother and more consistent, while increasing the enjoyability factor without taking away any additional layers of complexity.

Neutroamine is now growable starting at level 10 farming, (slow growth rate, small yield, hydroponics required to grow).
Medicine is now craftable at 12 Crafting (after researching the prerequisites/blueprints).

A Multi-tiered system that requires high levels in both crafting and farming.

I'd rather see the farming/crafting system utilized in respect to medicine. Much higher level crafting or farming levels could become more rewarding for dedicated players who keep their colonists alive, and have them do extraordinary tasks after their colonists have mastered their professions.

Giving colonists the ability to farm and craft complex items in lieu of an inanimate A.I. General Store is not going to dumb down the system, quite the contrary.You cannot just have any low skilled colonist craft or grow these items, as it would require 10 farming to grow, and 12 crafting to make. In addition to that, it would require that you've completed all researched prerequisites/blueprints before you can make the medicine on your own. You'll also want to keep multiple colonists safe if one has the required farming level, and another has the required crafting level. If your other colonsits have much lower skills in either category, it would add to the challenge of being able to find another colonist with the right stats, or mentor your colonists in the skills required to complete their tasks. So this system rewards high skills and long-term investment, while punishing low skills and short-term investment.
Last edited by Medieval; Sep 9, 2016 @ 4:35pm
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Showing 1-15 of 41 comments
IxianMace Sep 9, 2016 @ 4:59am 
I agree. In the meantime, there are mods that allow neutroamine to be farmed, allowing the player to craft medicine without the need for trade.
corisai Sep 9, 2016 @ 5:11am 
Nope.

You can ask for traders from comm console. So you actually have endless source of neutroamine.
Making it's craftable is clearly cheating. Why not make herbal medicine 100% effective too?
Last edited by corisai; Sep 9, 2016 @ 5:12am
Mr W Sep 9, 2016 @ 5:24am 
I disagree. Every game so far, I can get hundreds for fairly cheap. It doesn't seem at all rare. Can I get unlimited? NO. But I can easily get enough for my colonists' usage and then some.
ShunTheWitch Sep 9, 2016 @ 5:36am 
Eh if i were making meds and such i would have a problem with this as with all the traders i've called none have had any. but that doesnt matter that much.
corisai Sep 9, 2016 @ 6:04am 
Cmon. In A14 we had no neutroamine and easily crafted hospital beds.

And if we able to craft it, we completely lose reason to have herbal meds in game.

You don't need massive supplies of go-juice and medicine, and it's quite easily to bought ~50-100 neutroamine in two years. It's more then enough up to you.

Of course, no need to waste medicine for example for simple wounds treating. Save it for diseases (and infections sometimes).

Emmote Sep 9, 2016 @ 6:05am 
If you could farm Neutroamine with a grow zone, it would make it completely trivial, and most importantly, free. It would make Herbals Meds obsolete immediately.
At least with having to buy Neutroamine, it means you never have a truly steady supply, so you still have to carefully manage your medicine cabinet.
Last edited by Emmote; Sep 9, 2016 @ 6:06am
corisai Sep 9, 2016 @ 6:19am 
Most funny that you complain about specific resource like neutroamine, needed only to boost your colony quality of life (medicine and go-juice / wake up craft don't needed for "winning" game at all), but have 0 complains about that we have limited amount of resources on map (that actually messing end game).

So it's not about "gameplay continuity", it's just about nerfing something in game.

All dev need to do - it's clearly wrote that neutroamine can't maked and need to be traded.
BUT - it's what he's done in patch notes :) Don't forget that it's still alpha, so you should read patch notes.
Last edited by corisai; Sep 9, 2016 @ 6:20am
ministrog Sep 9, 2016 @ 6:30am 
corisai's right; things were documented (in patch notes, etc). Perhaps it should of been told explicitly in the new tutorial bar. I turned mine off but I think it didn't say anything explicit about neutroamine.
Why does everyone have to be so elitist about an obscure indie game in early access?

If you would get your head out of your ass for a minute, you would realize there's a really simple compromise. Make it craftable, but make it difficult to craft so that it's easier to trade for. For example, make it craftable out of steel slag but make each chunk only yield 1 neutro. For lore's sake you could make it craftable out of plastic bits or some ♥♥♥♥, since it's clearly meant to represent the chemical aspect of methamphetamines.

I often find myself in a situation where I don't have 600 silver to call a trader, and the caravans that do show up happen to not want my trade goods. I've had 100 perfectly fine pairs of pants in the closet for a year and the only guys who show up to trade don't trade in pants. I've found this happens most if you try to deal in slaves as the slaver caravans seem to be the most rare.
Emmote Sep 9, 2016 @ 9:22am 
Originally posted by DEOVONTAY MCSLANGA:
If you would get your head out of your ass for a minute, you would realize there's a really simple compromise. Make it craftable, but make it difficult to craft so that it's easier to trade for.
Or, you know, just mod it.
https://ludeon.com/forums/index.php?topic=25270.0
Last edited by Emmote; Sep 9, 2016 @ 9:23am
Ficelle Sep 9, 2016 @ 9:50am 
Some things are made non craftable to keep them rare and somewhat costly, and make them valuable.

If you can craft everything, soon enough, this thing is no more valuable but the norm.
Need this, lost that, np, just craft one at basically no cost.

It allows too to basically print money even more, removing any semblance of economy.

There are tons of mods doing that if you want.
corisai Sep 9, 2016 @ 11:52am 
Originally posted by DEOVONTAY MCSLANGA:
If you would get your head out of your ass for a minute, you would realize there's a really simple compromise. Make it craftable, but make it difficult to craft so that it's easier to trade for.

And why everything in game should be craftable? This isn't Factorio or some king management economic game.

Do you want artifacts be craftable too?

Steam vents?

Any complex game often have rare or finite resources, what troubles with it?
K Sep 9, 2016 @ 11:59am 
Why not just allow to refine it from psychoid plants?
ShunTheWitch Sep 9, 2016 @ 11:59am 
Originally posted by corisai:
Originally posted by DEOVONTAY MCSLANGA:
If you would get your head out of your ass for a minute, you would realize there's a really simple compromise. Make it craftable, but make it difficult to craft so that it's easier to trade for.

And why everything in game should be craftable? This isn't Factorio or some king management economic game.

Do you want artifacts be craftable too?

Steam vents?

Any complex game often have rare or finite resources, what troubles with it?
The problem with those two are those wouldnt be craftable in a logical sense other than with the laser drilling mod but lets not talk about that, artifacts are just that hell i've never popped one i just sell them, and the item in question is made of chemicals, i would wager that it would be an oppurtunity for boomalopes to have use other than being banelings. honestly that could be interesting, make a recipe that would require say 3 harvests from a boomalope to make 1, or maybe on a 1-1. again guesses on value.
corisai Sep 9, 2016 @ 12:11pm 
I'm only agree if it will be harvestable from being hit by boomalope explosion :)

And as to me, inability to craft really complex medicines just in open field on improvised base - is same oblivous thing as inability to make steam vents.
Last edited by corisai; Sep 9, 2016 @ 12:13pm
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Date Posted: Sep 9, 2016 @ 4:30am
Posts: 41