RimWorld

RimWorld

37 ratings
Ancient urban ruins (Balanced Price)
   
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Mod, 1.5
File Size
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230.993 KB
10 Nov, 2024 @ 12:33am
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Ancient urban ruins (Balanced Price)

Description
This mod reduces the market value of miscellaneous items (only sellable at shops) from the Ancient Urban Ruins mod to one-tenth of their original price. It provides a more balanced experience by adjusting the profit from these items, making looting less lucrative and challenging players to focus on essential resources.


However, items with plausible names or those that might still be valuable in the 56th century are not adjusted.

(Examples of items not adjusted: weapons, armor, medicines, drugs, sculptures, keycards, maps)



Q: Can I add it to an ongoing save? / Can I remove it?
A: Yes / Yes
14 Comments
DragonDai (Uey) 17 Jul @ 3:39pm 
Any chance of a 1.6 update? Thanks for the awesome mod!
Meteores 23 Apr @ 11:32pm 
More patches for AOBA mods.
Best Username To Exist 17 Nov, 2024 @ 6:15pm 
I'm detecting a copium huffer.
heroin enjoyer 17 Nov, 2024 @ 9:57am 
if you're on spacer level, scavenging there is already waste of time, not to mention doing it with reduced prices.
MercuryDoll 17 Nov, 2024 @ 9:26am 
Nah, this mod has a point. If you have a lot of spacer-tech mods as well, it makes sense to reduce the value of these items, since inworld lore they'd be obsolete junk and from a gameplay standpoint the scavs are no match against a group of bionic spacemarines, not mention you probably have a spaceshuttle to carry it all back to base. If you just have your usual yayo plantation and organ farm at home to fund your fortress bunker, it makes sense to reduce the value of most items.
AUR is kinda designed around being limited to pre-spacer tech and with a nomadic playstyle, you need the money from selling valuables to buy additional supplies, gear, as well as further intel to get to the next site, since looting is your focus.
heroin enjoyer 17 Nov, 2024 @ 5:14am 
@Bob Corker, you complain about HUGE amounts of resources on HUGE sites? clever. have you considered just not taking all of them?
heroin enjoyer 17 Nov, 2024 @ 5:09am 
ah, yes. (((rebalance))) that makes main mechanic of the mod useless.
CrackaJack 16 Nov, 2024 @ 2:47pm 
hey this is really good
=-=  [author] 13 Nov, 2024 @ 8:57pm 
If I get around to playing the mods in that series in the future, I’ll look into it. It’s just that, for now, the other mods in the series aren’t very well known in my community, so there isn’t much information about them.
MrTehRiddle 13 Nov, 2024 @ 9:58am 
Request from a lowly non-modder: I love the idea behind all of the "Ancient" mods from Mo, but they are all so incredibly overpowered. Think you might be interested in making a "(Balanced)" series? For example, I don't think we need hundreds of Nutrient Paste Meals from visiting the Hydroponics sites, or hundreds of components at the Mining sites. No pressure, just an idea :)