RimWorld

RimWorld

Glitter Tech Classic
Crafting Time/Work
It takes over 17 minutes to craft just TWO beta poly from scratch (plasteel to titanium, titanium to alpha poly, stone to silicon and alpha poly and silicon to beta poly) with an 18 crafting skill pawn with over 200% crafting speed from implants and biotech working at an electolyzer with 237% work speed and a matter fabricator with 294% speed while the game runs at max speed. *Seventeen minutes*. Doesn't that seem super excessive? I know this is supposed to be super powerful, lategame stuff but isn't gating it behind tens of thousands of points of extra research, a 65000W power requirement, hypercomponents, and the cost of 400 plasteel per 2 beta poly enough??? Do I really need to let my game idle for 10 hours just to be able to craft a single melee weapon from the stuff?

Don't get me wrong, it's a great mod but I can't see how anyone could possibly find these crafting times desirable. Getting the insane amount of plasteel I'm gonna need is an interactive obstacle that I can have fun solving. Sourcing hypercomponents is an interactive obstacle. Even finding a way to get 65000W of consistent power without a plasma fusion reactor is an interactive obstacle. Every other obstacle I had to overcome to get access to this stuff was something that required me to make a plan, to be decent at the game, to take risks, to do *SOMETHING*. But the wait times aren't difficult, just boring.
Last edited by Natural_Effects; 9 Dec, 2024 @ 11:46pm
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Sam_  [developer] 10 Dec, 2024 @ 7:25am 
Everything within this mod currently is legacy code. I'm only keeping it around for those that enjoyed it, maybe still enjoy it and for legacy purposes. So none of the values are really set to change or be rebalanced. If you're really dedicated there are some mods that let you modify other mods easily, so you could change the recipe times.

Most of everything was generally made for a different era of Rimworld, back when recipe difficulty was time instead of resource complexity.
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