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I get that that's an option. Using the upgraded variant specifically makes this feel far more balanced. But the thing you make after three research projects shouldn't be the first viable option you're given.
Factually, you are incorrect. I am aware that I'm currently building an Asphalt road from a 38% hills to 63% hills, but one section is currently asking me for 8000 stone. And that's when I'm 25% completed. That means it takes over 10k from fresh.
I cannot fathom you're not mistaken. I can provide proof. Perhaps you've already tweaked values or perhaps hills gives an unreasonable modifier to your progression.
ISR2G/AISR2G is mandatory
The problem is that transport solutions don't scale in vanilla Rimworld. The game has space ships and mechs and power armor and transport pods....but not wagons or trucks.
Thankfully you can fix this problem with another set of mods that add vehicles: You'll need the base vehicle framework + the following 2 mods. One adding the basics and then the expansion adding Tier 3.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3014906877
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3047892432
Basic vehicles haul 600kg with only 1 colonist needed. More advanced vehicles haul 2,200kg. There are vehicles suited for hauling all your colonists from place to place too.
That being said, it still doesn't fix the balancing of the mod. Having had caravans hauling over 12 metric tons, volume isn't an issue in itself. It's just the volume put into the road doesn't make sense.
As he hinted, building the road on map would cost you a fraction of what it cost on the world map. The only excuse for it would be, that a tile signifies a lot larger land than the tile you're building on, implying that the majority of a tile you have a colony on, is unused land.
But if we consider 1 tile sized lakes and all surrounding tiles being coastline/beaches, or 1 tile islands being surrounded by water when opening a colony, this disagrees. The tile we see represents pretty much the entire buildable area, yet we require a multitude of resources.
But unless somebody (not it), calculates an estimate of needed resources for the buildable roads and applies the conversion ratio onto the roads you can't build like asphalt or glitter road, we just have to live with this situation.
No I think the problem really is amount of resources. I'm fairly certain that a freshly generated colony map wouldn't even spawn stone equal to 10k of blocks. You can run about camping and bring back rocks but you shouldn't need to farm up 5 full trucks entirely full of stone just to build your road.
This makes even less sense when you consider the AISR2G is said to allow colonists to grab resources from the surrounding area. But I guarantee you that if you camped there you wouldn't be able to find 10k worth of bricks. Or if you did you'd be mining every piece of stone on the map which then takes significantly longer than the AISR2G takes.
https://rimworldwiki.com/wiki/Stone_chunk
Even on the low end 600 chunks x 20 = 12,000. That's not even counting the mining afterwards.
That being said, that's just niche knowledge not an actual argument. Realistically the mod is balanced around what it does, not realism. Cutting the travel time of your pawns to nearby trade hubs is a huge deal.
Dirt roads and Dirt + roads already significantly cut your travel time to the point to where its often just as fast to build them as you go instead of just go somewhere if you have a few competent builders going across rough terrain. Dirt and Dirt + is the most you need for any route you don't travel often. Stone and Asphalt are only for routes you travel often. And Glitter roads are for allowing you to path through otherwise impassable terrain.
A stone + road takes what, 2,000 stone blocks? That's not too bad honestly. Fine flooring stone takes more than that lol.I think just the bedrooms of my base took 10k stone lol. And then ofc deep drilling is infinite stone for if you're on flat land.
But should you decide you want more stone on a piece of flat ground before deep drilling the quarry mod is good for that. I don't currently use it but I did at one time: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/3513840161