Kenshi
Big Business - Shop Money & Items Increased
35 Comments
zhaxen 9 Mar @ 5:54am 
ありがとう!
バランスが丁度いい
L.A.R.R.Y 30 Nov, 2024 @ 2:24pm 
Recette ❤️
MihailKage 29 May, 2024 @ 9:25am 
Thanks!
Figaro 3 Apr, 2024 @ 10:00am 
TY!
Love this mod <3 :steamhappy:
Soran 16 Jan, 2024 @ 6:28pm 
The blocked building issue is a known problem with some of the clutter reduction mods. I also have no issue with shop regeneration again is most likely other mods causing the issue and not this specific one.

This mod is fine and much more balanced than the alternative, thanks!
어그레이 24 Nov, 2023 @ 4:39am 
I checked about the bug related to the entrance of the building, the situation about the building goes over when I save and play the game again, so I think I went over the situation by loading the game again, not because of this mod,

I hope the situation is not because of this mode,
Because I like this mode because I think it's the most appropriate mode for the store
cropper  [author] 23 Nov, 2023 @ 6:34am 
@어그레이
This mod doesn't change any cells / buildings / npc placements so it is unlikely this mod is causing the issue (the only thing this mod changes are the caps on vendor lists and available money for vendors).

There are known issues with the pathing for some buildings in Kenshi, specifically the "Bughouses" like the ones in Squin, sometimes you can fix the issue by resetting the game's navmesh or closing and reloading the game but there is also a mod you could try to fix it.

Less Buggy Bughouse by Kindrad:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2600663487

Hope that helps
어그레이 22 Nov, 2023 @ 10:39pm 
I like this mod but I had no choice but to give up, I saw 2 situations

I have eight people

Four people went into Squin's weapon store, four people couldn't go in, even four people inside couldn't come out, turned off the mode, and the situation was end

At the entrance of the city of Squin, two npc trying to get closer to each other, turning off the mode, the two walked into the town
어그레이 22 Nov, 2023 @ 10:33pm 
Arrangements are placed at the bottom, I use 8 modes, simple modes, no big mode, no mod changing ai,
cropper  [author] 9 Apr, 2023 @ 6:32am 
As stated in the compatibility notes, any mod that affects the specific values mentioned in the editor will conflict in so far as they are both changing the same values, that doesn't mean you can't use another mod that affects those values however, just that whichever you want to take effect needs to be loaded last.
Totanakur 8 Apr, 2023 @ 3:42pm 
Shouldn't a general increase to vendor money be compatible with all mods (so long as placed at bottom of load)? As it can be edited to just effect all merchants...
mahatmadandy 18 Apr, 2021 @ 9:12am 
Thanks for all you do :). After some consultations, I think,that the bug is related to experimental build, and not to your mod per se. It will take some time to check if that is the case. I will let you know :)
cropper  [author] 17 Apr, 2021 @ 12:34pm 
@mahatmadandy

Double checked and there definitely are not any changes to the "vendors refresh time" value, have linked a screenshot showing some of the shops below:

https://files.catbox.moe/cvri7w.png
mahatmadandy 16 Apr, 2021 @ 2:04am 
Sorry for delay - I can confirm there is no regeneration in: scraphouse, shinobi thiefs, some bars (slave type, independent - e.g. in Mourn). I have very well optimised load order, your mod is the lowest (overites all other mods). No other mods from the field of economics are used.

To be 1000% sure I will: make another import, contact the author of Universal Wasteland Expansion mod, as my load order is developed around this mod.

Could you check again your mod, please?. Maybe it deos not work with the experimental Kenshi?
cropper  [author] 13 Apr, 2021 @ 1:34pm 
Have had a look through the change list on FCS (been busy with work so only just got chance) there definitely shouldn't be anything that would be affecting the refresh times, but if anyone else notices that issue please let me know.

@mahatmadandy
Had any luck with the import?
mahatmadandy 12 Apr, 2021 @ 9:26am 
Thanks :)
pgames-food 12 Apr, 2021 @ 1:24am 
hi ive been using this mod since i added it, and havent had any problems with shops refreshing items etc.

(the only problem i did have was some stall / small shop keepers in the hub, got killed by raiders, so now there are less shops available) :) but i think an import can fix that. (i have too many people in prisoner cages / poles so far, so need to process them first before importing) :)
mahatmadandy 11 Apr, 2021 @ 3:46pm 
Thanks a lot. I love this mod - it is "simple" and elegant - keeps game balanced and more exciting. Will follow your suggestions ofc
cropper  [author] 11 Apr, 2021 @ 12:29pm 
@mahatmadandy

I will have a look into it, though this was not an issue I ran into when I was testing.

None of the values for refresh times should be altered but I will double check the change list in FCS.

For the time being might be worth disabling this mod, importing, re-enabling the mod and importing again then re-testing to see if the same issue occurs. Then if that does not work I would say to test completely removing this mod then doing an import, if the issue still occurs at that point it might be something else causing the issue.

mahatmadandy 11 Apr, 2021 @ 6:24am 
I am not sure if it is intended, but shops refreh rate seems to be greatly reduced - e.g.it is now around 7 days and Quin in The Scrapyard does not have any new items... I left the area for norther deserts, and when I came back after a week, there were no new items, just a lot of money from my previous purchases. The same goes with Shinobi Thiefs - They seem not to regenerate ... :(. I do not use any other mods touching economics...
mahatmadandy 23 Mar, 2021 @ 2:54pm 
Super useful and balanced mod. Thank you x 1000 :)
Azmodeus 17 Mar, 2021 @ 3:34am 
Ow and thanks for the mod it just the QoL we need without balancing issues :steamhappy:
cropper  [author] 1 Mar, 2021 @ 1:56pm 
@lds_101

Regarding Thief Fences:
Looking at the mod file it looked like they should already have been accounted for, the number of items will be very low as the default is only to have one item (so even though I had doubled that it will still only be very low), that does not explain why the money was so low though.

There is another Thief bar squad that doesn't look like it is a vendor but might be that squad that was causing the issue. I have updated them to be in line with the rest so hopefully the issue should now be fixed (you may have to wait a day in game for them to reset).

As for the blueprints:
This mod aims to keep the exact same ratio of items as vanilla just with a larger total amount - so increasing blueprints specifically would not be a change I would make to this mod.

I could however make a separate mod to increase the number of blueprint specifically.
lds_101 1 Mar, 2021 @ 6:51am 
@cropper
The balance is totally fine! It was wrong first impression based on one of the traders in Stack, which has bunch of building materials, books and 1-2 pieces of other goods, but it look like it's supposed to be that way.

Btw, thief fence in bars still has couple items and 3000 cats.

Also it feels like lack of blueprints of items sold, but it's an impression after using other mods for a long time :)
cropper  [author] 27 Feb, 2021 @ 3:43pm 
@lds_101
Thanks for the comment.

With regards to your suggestion, I have another version of this mod which does the same thing but increases the numbers of both the shop items and money by a lot more than this one does - is what you are looking for something in the middle that has much more items like the other mod but still has a sensible amount of money like this one? or something else? (in which case please could you go into what you are looking for a bit further as if it is something I can manage in the FCS I am open to the idea of making it).

Whichever it is I can probably make it happen when I get some free time.
lds_101 27 Feb, 2021 @ 1:07pm 
>>cropper
Great mod! That's exactly that I've been looking for!

Is there a possibility to increase production basic items(armor platings, fabrics, etc) separately? It still feels not enough of them.
cropper  [author] 6 Feb, 2021 @ 10:46am 
No problem, sounds like a plan.
pgames-food 5 Feb, 2021 @ 9:37pm 
btw when i update my rimworld mod in a plastic update, i can add a bin (like in your avatar) which is a plastic recycling bin (that got thrown out of a glitter world as they didnt feel the need to use it for recycling) :) which can be melted back down into plastic material/fuel etc :)
pgames-food 5 Feb, 2021 @ 7:46pm 
hi sorry i missed this comment - thank you very much :)
cropper  [author] 3 Feb, 2021 @ 6:16am 
Managed to quickly get it done over lunch, didn't get much time to test it but the changes are very minor so there shouldn't be any problems - will check it over later on though.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2383046616
pgames-food 2 Feb, 2021 @ 10:46pm 
ah ok cool, thanks, yeah no worries only if and when you have time,
and as a thanks i can add something for you in my rimside recycling mod im working on for rimworld lol :)
cropper  [author] 2 Feb, 2021 @ 10:33pm 
No problem, If I get chance after work tomorrow I may see if I can knock together a patch for GenMod to make the sunflower seeds available in more shops, just depends if I get time.
pgames-food 2 Feb, 2021 @ 10:24pm 
ah ok, many thanks indeed for the info and having a look.
ok cool ill add it and also check the mod ordering - thanks :)
cropper  [author] 2 Feb, 2021 @ 10:20pm 
Just had a look at that other mod in the FCS.
It looks like the sunflower seeds have been added to existing vendor lists, which are in turn referenced by shop squads that this mod updates the item cap for so I would expect that these mods should work fine together in that regard.

Another thing to note, most likely the reason the item is so hard to find is that it seems that only a very limited number of shops use the vendor lists it has been added to, specifically some of the bigger trade goods shops as well as hive caravans, one shop off of the top of my head that uses the correct vendor list would be the general shop in Heng but if you have a search for the following terms on the wiki you should find more:
Shop trade adv
Shop trader UC Bigger

Just as a heads up though that mod seems to be a pretty big overhaul so you probably want it to be lower in your mod list so that it is given precedence on any changes it makes that conflict with my mod.
pgames-food 2 Feb, 2021 @ 9:36pm 
hi this mod sounds useful, can i check when you mentioned vanilla, if it will also increase the quantity of items that a mod has added?

for example, one of the mods i use has extra food items which can be used in other recipes but they appear not that frequently, and just wondering it i could maybe use this mod, to essentially double my chance of finding something like sunflower seed (modded) item , so i can make it into oil :)

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1222324217/1741105170032982316/