Cosmoteer: 星舰设计师

Cosmoteer: 星舰设计师

评价数不足
Canniballistic's Economy "Fix"
   
奖励
收藏
已收藏
取消收藏
标签: Mods
文件大小
发表于
更新日期
27.761 KB
2022 年 11 月 8 日 上午 4:15
2022 年 12 月 2 日 下午 12:20
3 项改动说明 ( 查看 )

订阅以下载
Canniballistic's Economy "Fix"

描述
This mod increases the value of all refined goods, such as Diamonds and Hyper-Coils, to be 3x the value of the resources needed to make them.

This allows you to make credits by refining goods you buy from traders (50% the cost), which you cant currently do in the base game yet, and so mining the raw resources yourself becomes incredibly lucrative as well.

The knock on effect of this however is that it makes building ships incredibly expensive without a full balance pass done on the entire economy in the game, which is beyond the scope of this mod (economic balance and creating a dynamic economy are on the games public roadmap).

Two minor parts of this mod:
1)Munitions such as Bullets and the various missiles are given the same proportional sell value as other items, which currently defaults to 50% of the buy value, rather than the 25% specifically for munitions in the base game.
2)Because when starting a new game you have to purchase your (dynamically priced) starting ship using your starting credits, this mod changes your starting credits to be based on the most expensive of the starting ships, but otherwise keeps in line with the original difficulty balance.

In theory this mod should function just fine in MP even if others don't have the mod, but I haven't tried so if you do, leave a comment saying if it works or not when not all players have the mod, or if you find anything broken.
22 条留言
Devdelta 2024 年 4 月 5 日 上午 5:59 
ill just make my own eventually (maybe)
Canniballistic  [作者] 2024 年 4 月 4 日 下午 9:59 
The mod would literally not work if the values were reduced to 1.5x, so while 3x might sound like a lot, its not actually that much, its just a rounded number that makes things work.

As the description already says, this mod's purpose is to allow you to buy resources you can refine for a profit, as should be the case, and it balances out the values of items as well as item production chains.

Buy and sell value is tied together last I checked, so theres a minimum value things need, along with the fixed resource values of production chains, for everything to work as you would expect, ie. you buy a raw resource, you refine it, you should make money, so everything is balanced around those fixed values.

Mining obviously isn't devalued by this mod either, because you will make even more if you don't buy those raw resources from the traders, as is already explained in the description.
Devdelta 2024 年 4 月 4 日 下午 9:45 
so to answer something you said earlier, Another separate mod would be nice, and these theoretical rates are also not bad, you can do a little testing with how much each things scales if you feel its unbalanced.
Devdelta 2024 年 4 月 4 日 下午 9:44 
it would be nice if a similar mod was released for a 1.5x and 2x increase instead of 3x. 3x seems to be too steep, completely removing the need to mine asteroids in some cases. Id love a 2x, so i could buy for $10, (sells for $5 unrefined normally), refine, sell for $12 (sells for $6 refined normally) meaning i make the 20% profit.

OR

resource sells for $15, Refined sells for $20, resource costs $17.5, Refined costs $25.
This way you can make like 12.5% profit from buying, refining, selling,
but mining and then refining is still viable since if you put in the work and the slight risk and you get to keep 100% of rewards.
And this way you dont lose 50% of your money if you sell a refined resource you needed and you didnt realize (and you buy it back for building), you only lose 20%, still enough for you to not just buy and sell forever.
Canniballistic  [作者] 2024 年 3 月 9 日 上午 7:15 
The whole point here was that if you buy raw resources and refined them, you should always be making a profit because you're adding value to the resource, which is generally how things work IRL.

That said, the config files are easy enough to play with last I checked, and TBH I'm not sure what the state of the game is right now, I haven't played in like a year, so IDK if this mod even still works.

If the mod isn't working, or something has changed in some way relevant, lemme know, otherwise best of luck if this isn't exactly what you're looking for.
Lord_Havoc 2024 年 3 月 9 日 上午 5:16 
I (think) I see the problem as you do regarding the raw-vs-produced economy (Coupled with the lack of fluctuating supply/demand style pricing from NPCs)
I'm looking at it from the module perspective
Base game - modules add somewhere between 10-30% on produced items. E.g Iron = 10, Steel = 12.

Which is okay, but still harsh against the NPC sell rates.
So i'm looking to tweak the various factory modules to be ever-so-slightly more material efficient.
Another eg: Instead of 1 iron = 1 steel.
My approach 0.9 iron = 1 steel.

It's not huge, but should make a difference. If I get the mod to somewhere I like it, I'll likely release
RED-Life 2023 年 5 月 4 日 上午 12:01 
Is this mod still relevant?
blackknight24 2022 年 12 月 18 日 上午 2:15 
...for people who dont know how economies work...
sam.pool 2022 年 12 月 10 日 下午 12:43 
Yeah, I understand the difficulty, starting with the basic question "how should the economy work?" and the base game "economy" just allows factories to partly compensate for lack of refined resources for sale. You can turn {x} into {y} if there's not enough {y} for you!

It's like "can we add a deeper tech tree", which is effectively what money is for in the game... yes, but how?
Canniballistic  [作者] 2022 年 12 月 8 日 下午 10:33 
I cant fully explain why, because character limit, but you dont want to change the values I set.

You might as well just not use this mod if you do.

What I suggest you do is change the sale value for resources.

You can do it individually in each resources .rules file if you really want to chase symptoms of the broken economy, but thats OTT IMO.

What I suggest is changing the default refund % per difficulty in the carrer.rules.

"ResourceSaleRefund = 50%"

Either way you want to keep this mod intact for the parity I mentioned, and use it alongside the above changes, otherwise no matter what % you set the sale value too, it wont mean anything, because what is 50% or 25% of a random arbitrary number that has nothing to do with what youre spending to make that resource.