![]() ![]() ![]() So this system rewards high skills and long-term investment, while punishing low skills and short-term investment. 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. You'll also want to keep multiple colonists safe if one has the required farming level, and another has the required crafting level. In addition to that, it would require that you've completed all researched prerequisites/blueprints before you can make the medicine on your own. 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. This is a problem in a game where the early game is all about becoming self-reliant as a colony. Giving colonists the ability to farm and craft complex items in lieu of an inanimate A.I. Trying to get ahold of neutroamine is likely going to be one of the early struggles for a new RimWorld player as its an ingredient in some important recipes and yet it seemingly cannot be crafted. 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. I'd rather see the farming/crafting system utilized in respect to medicine. Medicine is now craftable at 12 Crafting (after researching the prerequisites/blueprints).Ī Multi-tiered system that requires high levels in both crafting and farming. Neutroamine is now growable starting at level 10 farming, (slow growth rate, small yield, hydroponics required to grow). 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. A Multi-tiered system that requires high levels in both crafting and farming, while researching all of the required prerequisites/blueprints. ![]() While you are here, make sure you look at our aides on RimWorld at Gamer Tweak.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.Īdded Note: An Idea I came up with, just going to throw it out on the main page of the thread. That is all on how to get Neutroamine in RimWorld.
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