RimWorld

RimWorld

Coinage Lite [HH]
79 Comments
Cat Kraken 21 Mar @ 5:50pm 
would love to see this mod updated
LNBalestra 20 Mar @ 8:53pm 
@mlie can you update this pls?
~_Athena_~ 31 Oct, 2024 @ 10:47am 
please update 1.5 please :p
Murder Is Pink 22 Jul, 2024 @ 8:50pm 
Please update this to 1.5
Kirbington 28 Jun, 2024 @ 8:51pm 
If anyone reading this wants to take a commission to update to 1.5 (and ensure it is fully fuinctional) drop me a friend request and a message.
Marty in the multyvers 14 Jun, 2024 @ 4:25pm 
1.5?
GULÉ🏠 22 May, 2024 @ 11:08am 
Any updates?
GULÉ🏠 29 Apr, 2024 @ 9:12am 
Please update for 1.5! This is a great mod! :steamthis::steamthis:
Latex Santa 24 Mar, 2024 @ 12:31am 
Fingers crossed for mod update.
This looks like a currency mod I'll actually be using for once.
EchoGrafix 29 Feb, 2024 @ 11:17am 
Mod is broken, even loaded in alone with it's dependency, bill menu is blank and coins cannot be crafted.
EchoGrafix 11 Feb, 2024 @ 4:23am 
Heya, as promised, I looked into incompatibilities, seems this mod is incompatible with rimefeller, and stops checking materials if it scans rimefeller material.
bugrilyus 13 Dec, 2023 @ 12:43pm 
can you add ingots for example, to store stuff more tightly packed? like couple thousand silver making a single ingot, then stacking the ingots?
CrackaJack 15 Nov, 2023 @ 10:29am 
is it smh possible to make traders use silver coins as currency instead of silver?
CrackaJack 15 Nov, 2023 @ 10:27am 
"reminds me of that grotesque sci-fi art" =h.r. giger?
EchoGrafix 17 Oct, 2023 @ 5:32am 
Heya, does anyone know how to patch other metals/stones to be used as coins? I have Maelstrom's metals and I am confused as to how the patch would work or what I need to do.
Wurstmeister 9 Oct, 2023 @ 11:40am 
So from what I read. XML Extensions isn't a hard requirement?
Kirbington 1 Oct, 2023 @ 9:45am 
Hello! Love your mod! I use this in 99% of my playthroughs and it works brilliant.

Just recently I've started a medieval playthrough and for some reason faction guests (hospitality) spawn with silver instead of coins so are unable to buy food.

This is not an issue in my normal playthroughs with hospitality. Seems to be the modded factions perhaps? I don't mind tweaking and editing xml's but I don't even know where to start. Any advice?
TurtleShroom 13 Jun, 2023 @ 8:05pm 
For some reason, I can't sell my coins to Imperial Tribute Collectors, despite having hundreds and hundreds of Coins. You forgot to add the Currency Category to the Buy List.

To do that, you need to add a Trade Tag using the " <tradeTags><li>Currency</li></tradeTags> statement on the Base that all of your Coins are based off.

Then, you need to add this to the Royal Tribute Caravan Trader Kind Def:
<li Class="StockGenerator_BuyTradeTag">
<tag>Currency</tag>
</li>
Maya 27 May, 2023 @ 4:57pm 
Not a fix when I prefer the non-categorized list.
Also I already unsubscribed from the mod, as I said in my previous comment.
XxHyde840xX 27 May, 2023 @ 10:51am 
@Maya - Switching to "Categorized List" setting on the resource list fixed the issue for me. Hope it helps!
Maya 22 May, 2023 @ 3:20pm 
I'd honestly be happy with just having the UI problem fixed, it's entirely because of that I unsubscribed from this mod.
Bree 22 May, 2023 @ 8:58am 
I'd love this in the future to be a complete currency replacement mod. I love the idea of having to mint your own currency and trading different types instead of the barter style we have now.
Vaphal 29 Apr, 2023 @ 10:38pm 
@Eris Luuvan It already does some mod is breaking the auto generation of coins.
If you run just this and AA you can get "Sky Steel Coins" ... And apparently AA's Red Wood.
Eris Luuvan 16 Apr, 2023 @ 12:41am 
Sorry for being that person, but could we get support for making Sky Steel coins from Alpha Animals? Or perhaps a mod menu that allows us to choose additional things to make... coin-able? is that a word? Whatever...

regardless, thanks for the mod! It pleases my gremlin brain :D
Smiley Face Killer 15 Apr, 2023 @ 3:17am 
@Maya
Currently having the same issue. My resource list is JUST coins of different materials
Maya 17 Mar, 2023 @ 5:35am 
Is it just me, or do coins show up in the resource list even when you have none at all?
Even worse, in my case at least, it shows coins of many different materials when you have no coins at all.
MasterOfGrey 16 Mar, 2023 @ 6:18am 
Hi there, would it be possible to reuse the textures from your Android Tiers - Nutrient Blocks mod?
Lt. Robert Coleman 12 Mar, 2023 @ 9:42pm 
" who am I to prolong the discrimination of elves."

A GOD DAMN PATRIOT is what you'd be.

Damn leaf lovers.
姬红颜 21 Jan, 2023 @ 12:48pm 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
姬红颜 21 Jan, 2023 @ 12:48pm 
Hello, this MOD conflicts with Rimefeller.
[Coinage Lite [HH]] Patch operation XmlExtensions.ApplyPatch failed
file: E:\Steam\steamapps\workshop\content\294100\2912839006\base\Patches\patch.hh.coinage.life.millableitems.xml
Hohen  [author] 20 Jan, 2023 @ 4:44pm 
Smelting will be available in the final product but currently no. I'm still working on the next update. Playing a world to see where silver pops up and needs replacing. See what traders carry what and that sorta thing. Hopefully gonna get some coding time this weekend. Weather has been killin me.
Kobold Kween 20 Jan, 2023 @ 3:33pm 
Can you smelt coins back into their base components (except wood obviously)?
jeffg10-TheDanceMaster 15 Jan, 2023 @ 3:30pm 
I support the idea of making people carry coins and allowing them to be smelted back into materials.
Hohen  [author] 14 Jan, 2023 @ 10:42pm 
The settings currently contain 2 patches both of which are direct parts of SirMashedPotato's Septims mod. It's included essentially untouched so I could get some experience with it and live field test it myself. One changes your starting silver to gold coins, the other changes caravan traders to use gold coins instead of silver. I don't think it touches orbital traders.
My current thoughts on the direction of where things may go
Prop: Pretty coins, worth what they are
Normal: 1t1 swap Silver => (Gold) Coin
Realistic: Tech level based Currency
Trading items would still work like usual and you'd get their currency in return but not all currencies would work with all factions. Tribals use wood, or pebbles but the Spacers use plasteel. This may never work

Gold is used currently since Silver is worth 1.00 as is a single gold coin. It's easier.
Will be redoing the mill texture and I would like to add an electric one at some point.
Hohen  [author] 14 Jan, 2023 @ 10:17pm 
@TheForbiddenCornBread Mod was made to be bloat tbh. Currently your best bet would be to use CherryPicker or something similar. It would be possible for me to add toggleable options like the Coin Replacements and I'll probably do that in time. However, currently I'm trying to see if I can transition to C rather than relying on XML Ext so that's taking up a bit of my brain.

@Maya it might be the 1.3 causing you not to see the traders as that part is built in C for 1.4. I think. Unless another mod is at work I've often had traders have coins of some variety.
Also for note, the coins only look like the original stuffable coin. Each one has it's own def and if I would have coded it correctly they have unique descriptions.
Maya 14 Jan, 2023 @ 7:19pm 
You can just not make the other types of coin, if that isnt good enough you could use "Make anything craftable" to change the existing recipes and even make new ones.

Also I've been using this in 1.3 without any problems aside from traders not having any coins
TheForbiddenCornBread 14 Jan, 2023 @ 7:08pm 
I haven't had the chance to play much with this mod, but is there a way to disable the other coin types? As in, I would only really like to have gold, silver and maybe jade coins. Having a bunch of other coins types like stone or wood just seems like bloat. Fun for themed runs but kind of unneeded in normal runs.
Hohen  [author] 12 Jan, 2023 @ 9:54pm 
Yeah, I'm noticing traders don't have coins as well now. I must have changed something, will look into it.

Optional patches added, essentially the Septim Mod. Will branch as I go but it's a small start, no thanks to me.

Removed bulk recipe as it's broken currently and I'm tired.
Maya 12 Jan, 2023 @ 7:13pm 
Yeah, none of the traders(caravan or visitor) I've gotten, nor the AI towns I've visited have had coins(unless I previously sold them some coins)

On the matter of recipes and traders using coins as the primary form of currency, I'd like to suggest silver coins being made separate from stuffable coins which would make it easier to make them the primary currency, and stuffable coins being made in simple multiples of 10 instead of 50 with the addition of another larger bulk crafting recipe(10, 100, and 1000 coins each) would be helpful for crafting coins out of unwanted resources when you dont have multiples of 5 to craft out of
jckrg 12 Jan, 2023 @ 6:43pm 
yep it only produces 50,and for smelting I'd say the inverse ratio as making them,10 coins to 1 resource .
Hohen  [author] 12 Jan, 2023 @ 6:39pm 
Smelting/Burning doesn't seem too difficulty. I'm not sure how to set the yield so that'll be interesting to test.
On the trader thing, that's interesting. Like I said they don't *use* them..yet..but I've seen bulk goods and slavers carry random coins on them as they would any other trade goods in testing. That's without mods and using vanilla traders so that may be the issue.
Once I dive more into that then I'll work out the kinks.

Hmm. Is it just outputting 50? Also. Where did my morbid coins go? lol. I'll have to send out another hotfix here shortly so I'll address what I can.
jckrg 12 Jan, 2023 @ 6:35pm 
500 coin recipe still bugged ,50 coin recipe works correctly
jckrg 12 Jan, 2023 @ 6:24pm 
bout to test it ,will let you know ,and so far haven't seen any merchants using the coins
Hohen  [author] 12 Jan, 2023 @ 6:17pm 
Crafting Recipe should be fixed. 5=>50. 50=>500.
Hohen  [author] 12 Jan, 2023 @ 6:10pm 
I'll have to see how smelting works, shouldn't be too hard to implement..I don't think.

Do your traders not have random coins? Most of mine have random coins even if they aren't using them as a primary currency. There is is a sorta plan to implement coins as said primary currency but that's tricky..to say the least.
jckrg 12 Jan, 2023 @ 6:08pm 
smelting coins would be very useful I'd vote add it.
Maya 12 Jan, 2023 @ 6:00pm 
Smelting coins to turn them back into their raw materials seems like it would be a good option to have, might I also suggest having traders carry coins?
Hohen  [author] 12 Jan, 2023 @ 5:28pm 
smelting as in smelt gold coins to receive gold.
Hohen  [author] 12 Jan, 2023 @ 5:28pm 
@jckrg That's no good. Well, it is if you wanna dupe. Thanks for the head's up. I looked to see if the recipe and ingredients were there but I didn't actually set the bill. Will look into it.

Not planned but a thought I had and I've seen it in other mods. Smelting coins? yea or nay?