Cosmoteer: 星舰设计师

Cosmoteer: 星舰设计师

Canniballistic's Economy "Fix"
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.
Canniballistic  [作者] 2022 年 12 月 8 日 下午 10:17 
Its a complex issue I dont have the character limit for, but its not fair to say this mod breaks the economy, the economy is already broken, but thats basically the reason for the quotation marks in "fix".

Essentially while it is possible to rebalance a lot of the economy in greater detail, too many links in the economic chain arent things you can actually change AFAIK, so rather than a few tweaks, it needs to be entirely redone.

This mod only patches up the weakest link, the one thing in the economy that legitimately breaks if you try to interact with it, and thats refining bought resources, and this mod fixes that in the simplest way, by making refined goods value proportionate to their cost to produce based on vanilla values of raw resources.

The sell value can be changed for each economic difficulty yes, and this mod helps by adding parity, but simply put there are two problems:
1) What should those values be.
2) Should it be part of this mod.
sam.pool 2022 年 12 月 8 日 下午 9:10 
(the obvious solution is for me to copy and modify the mod locally... I will try a 50% benefit rather than 3x and see how I feel)
sam.pool 2022 年 12 月 8 日 下午 8:42 
I had a play with this, and it basically breaks the economy once you can get a profitable factory. Your factory ship can just sit at a station buying resources off passing ships and selling the result to generate infinite money even on the resource-constrained difficulty levels (I suspect Walt has not applied the resource quantity penalty to ships, only to stations and asteroids).

I like the idea, and it kind of annoyed me that it wasn't in the base game, but I think I see now why it's not. When I'm getting 10 carbon from a medium-size asteroid or I can buy 200 from a ship... that's busted. The profit on 200 carbon sold as diamonds is too high.

Can you scale the reward back with difficulty level?
Canniballistic  [作者] 2022 年 11 月 30 日 上午 1:07 
I'll change the flag to show it effects MP within the game.
Odyssey Scorpio 2022 年 11 月 29 日 下午 12:03 
Can you make this show up when someone doesnt have the mod in multiplayer, it makes the game incompatible and doesnt show which mod is missing :steamthumbsup:
maomaotu 2022 年 11 月 25 日 下午 11:38 
该模型的两个小部分:

1) 子弹和各种导弹等弹药的销售价值与其他物品相同,目前默认为购买价值的50%,而不是基础游戏中专门用于弹药的25%。

2) 因为当开始一个新游戏时,你必须使用你的起始点数购买你的(动态定价的)起始点数,这个mod会将你的起始积分更改为基于最昂贵的起始点数,但在其他方面保持与原始难度平衡一致。



理论上,即使其他玩家没有mod,这个mod在MP中也应该正常工作,但我还没有尝试过。如果你尝试了,请留言说,当不是所有玩家都有mod时,或者如果你发现任何东西坏了,它是否正常工作。
maomaotu 2022 年 11 月 25 日 下午 11:38 
这个mod将所有精炼商品(如钻石和超级线圈)的价值提高到制造这些商品所需资源价值的3倍。



这让你可以通过精炼从贸易商那里购买的商品(成本的50%)来获得积分,而这是你目前在基础游戏中还无法做到的,因此自己开采原始资源也变得非常有利可图。



然而,这一点的连锁反应是,如果没有在游戏中对整个经济进行全面平衡,那么建造船只的成本会非常昂贵,这超出了这个mod的范围(经济平衡和创造动态经济在游戏的公共路线图上)。
Wolf 2022 年 11 月 15 日 上午 11:11 
Yep, i noticed the dynamic economy update after i made that comment. But thank you for replying.
Canniballistic  [作者] 2022 年 11 月 11 日 下午 9:38 
Yeah youre talking about a dynamic economy, which as I said is on the public roadmap and probably beyond whats possible for a simple mod like this one.

Anyone can make something simple like this, just check out the guide the developer made by opening this file with a text editor: "\Cosmoteer\Standard Mods\example_mod\mod.rules"
Wolf 2022 年 11 月 11 日 上午 9:07 
Hi! This is the first mod of this type so i assume you have similar vision as me. I really miss that there is no real trading options for players apart from mining > selling or delivery missions.

So i had a mod idea, i dont mean to push you into anything. The thing is that i lack the skill to program my own mods but you seem skilled enough so i thought id give it a try.

The idea is that every station has different prices for individual components that change depending on the demand. It would be only a small percentage increase/decrease in cost.
With a system calculated enough so you cant abuse it.

I am fully aware that this is a big task but something like this could open another game loop.

I am down to talk about it and help if i can.


Hmu on dicord Ws_Wolf#2756
Canniballistic  [作者] 2022 年 11 月 9 日 下午 4:34 
Glad you like it, and thanks for telling me theres an issue, I'll see what I can do about it.
soulblade2607 2022 年 11 月 9 日 上午 11:58 
There is a slight problem that your mod is causing. You can't start new game with it enabled. Since it changes prices of components, result is that you are in negative 100k money. Otherwise it's great, i love it