RimWorld
Fluffy Breakdowns
Mavoc 2017년 7월 29일 오후 11시 24분
Suggestion: Dynamic Life Time based on Component Cost
If you use the number of components required in the construction cost as part of a Life TIme multipler, the simplier objects will last longer between maintaince while the more complex objects will need more repairs. This should help out with large bases needing constant repairs as the they end up having a ton of smaller objects like heaters.

Simplified code for readablity
ResearchMulti = 1 or 2 or 4 // based on research level ComponentCost = // number of components in construction cost ComponentMulti = ( 1.5 / ( 1.5 + ComponentCost )) * 1.5 + 0.5 LifeTime = TicksPerSeason * ResearchMulti * ComponentMulti

Here is a list of the multis that formula would create
ComponentCost ComponentMulti 0 2.00 1 1.40 2 1.14 3 1.00 4 0.91 5 0.85 6 0.80 7 0.76 8 0.74 9 0.71 10 0.70 11 0.68 12 0.67 13 0.66 14 0.65 15 0.64 20 0.60 25 0.58 30 0.57

If you want to tweak the point in which the 1x multi happens just replace the first two 1.5 in the formula with the desired 1x value times 0.5.
Mavoc 님이 마지막으로 수정; 2017년 7월 31일 오전 3시 47분
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A very fierce smell 2017년 8월 3일 오전 1시 55분 
nice idea
BigNose 2017년 9월 2일 오전 7시 02분 
I'd love this, right now it really binds the workers overly much, especially in colonies with temperature extremes in Winter/Summer (needing lots of heaters/coolers)
JoeOhNo 2017년 12월 1일 오후 6시 02분 
I'm very much in favor of this idea. I'm getting to the point where my couple of engineers are almost constantly bound to maintaince, and I'm not sure if the nano-infused components upgrade is going to help much. I'd like to see this implemented.
JoeOhNo 님이 마지막으로 수정; 2018년 3월 29일 오전 11시 06분
Talok 2018년 1월 27일 오후 1시 53분 
This is an awesome idea, just posted a comment about maint. needs. A coffee pot requires less maint. than a car :)
AmbiguousMonk 2018년 12월 20일 오후 3시 38분 
Did this ever get implemented in the mod, because it seems like a great idea
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