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报告翻译问题









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.
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.
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.
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
It's like "can we add a deeper tech tree", which is effectively what money is for in the game... yes, but how?
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.