RimWorld

RimWorld

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Economy Bandaid
   
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246.397 KB
2 Jul, 2017 @ 9:18pm
6 Aug, 2017 @ 9:32pm
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Economy Bandaid

In 1 collection by AgentBlac
The Vault
120 items
Description
Salutations. This is my go at an isolated economic "rework". The goal this little project is to make the prospects of developing either a drug cartel/textiles empire/weapons dealing outfit waaaaay more attractive. Some may call the hike-up in profits overkill. To that, I say... yeah,you're probably right. I attempted to increase the value of the items below to make going through the trouble to manufacturing them sufficiently worth it (as opposed to just selling raw materials with little effort). Happy selling!

Installation

Put it right after Core in the mod list.

This mod is safe to add to existing saves.

CHANGES

Drugs
- Smokeleaf Joints
- Beer
- Flake
- Yayo
- Go-Juice
- Wake-up
- Penoxycyline
- Ambrosia
- Luciferium

All Articles of Clothing
-Includes Power Armor and belts

Weapons
- Doesn't include artifacts or mechanoid weapons

Troubleshooting/Conflicts

If you find that the new prices are little to op for your liking, you can go into C:/Program Files (x86)/Steam/steamapps/workshop/content/294100/962813905 and change the MarketValue in DrugEconomyFix.xml OR SellPriceFactor in ApparelEconomyFix.xml and WeaponEconomyFix.xml

You can also remove any of those files to remove the price increase on that category of item.

This is a patch mod, and should not conflict with any other mods.
14 Comments
AgentBlac  [author] 20 Nov, 2017 @ 8:31pm 
ANNOUNCEMENT: This mod has been updated to B18! Check it out here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1206250447
Daniel_USA 10 Aug, 2017 @ 12:20am 
i mean i just sold a bunch of fruit for 12 dollars a pop sooooo...

A smaller mod i am more interested in though is expanded woodworking and expanded woodworking for vegetable garden. So what it does is it lets you process wood into lumber but it also makes a log type for every tree in the game and adds a few extra trees. So for early game being a wood cutter to make money by turning logs into lumber would make sense. That is how I was making silver initially. I would process some oak logs into oak lumber and it doubled the value per piece. So I was gaining silver by doing the extra work. I just did a ton of "exotic" wood and got a cool 10k off of it but I had it in my inventory for about 2 or 3 years.

Anyway, just throwing out stuff.
AgentBlac  [author] 9 Aug, 2017 @ 8:57pm 
@Daniel_USA hmm idk bout that one, it's been a minute since I took a peek at the prices for the items in that mod but from what I remember most prosthetics/bionics in that game are already expensive as hell. Now ONE reason for bandaiding that mod would be to make the manufacturing of said prosthetics/bionics worth it (if i recall, the recipes for them are veeeery material-intensive), however that would mean the increase in prices would also transfer onto your end, i.e. when buying them off traders. Imagine having to buy an 8k bionic leg! o.o so maybe I will if people don't mind horking up the extra silver for it. We shall see :P
Daniel_USA 9 Aug, 2017 @ 5:28pm 
you should slap a bandaid on EPOE so we can sell wooden feet. that way the wooden feet drop pods finally make sense!
cammillotto 8 Aug, 2017 @ 10:18am 
that's incredibly fantastic! sometimes the modding community is the best part of the game
AgentBlac  [author] 8 Aug, 2017 @ 10:07am 
cammillotto 6 Aug, 2017 @ 5:11pm 
Now the arm and apparel industry look interesting, but ... I'm using Vegetable Garden, and its prices aren't upped by your mod. woud you consider such an update/patch? thanks anyway!
2Camel 23 Jul, 2017 @ 4:55pm 
Cool idea for a mod
AgentBlac  [author] 15 Jul, 2017 @ 5:01pm 
No prob at all. Luckily I happen to be annoyed with that too :) wouldn't wish it on others
Greystar 15 Jul, 2017 @ 4:54pm 
Thanks for telling us what you do in the patches. It really bugs me when I get an update (regardless of the source) and don't know what it "fixed". (Not be sarcastic btw)