Barotrauma

Barotrauma

Commodities!
52 Comments
Augustus  [author] 15 May @ 12:04pm 
Я рад, что кто-то их нашел
Fagottini 15 May @ 9:02am 
не ну за названия текстовиков перевода лайк
Augustus  [author] 18 Feb @ 9:04am 
@Gamer Gaming that would require altering the base game prices of those materials which would alter balance and make this mod incompatible with a lot of other mods.

It's a good idea nonetheless. I actually thought about being able to craft some of the commodities from excess materials. E.g. making Lumber from a significant amount of carbon. That would help with late game over-accumulation, as you put it.
Gamer Gaming 18 Feb @ 6:08am 
What if at stations where they sell certain commodities for cheap they buy potential components required to make the commodity for more expensive, like for textile making they buy plastic and organic fibers for more. Purified water stations could buy carbon and chlorine for more and vaccine locations could buy maybe stabilozine for more and so on. Could help with late game over-accumulation of common items in a more dynamic way
thanks
Augustus  [author] 10 Feb @ 10:01am 
@Узник Леса I believe it's from 'Project Humanize Character Overhaul'. The mod is a little coomer-ish but some of the outfits look good.
what is the name of the fashion for the medic's clothes in the second picture?
Augustus  [author] 5 Dec, 2024 @ 2:42pm 
@Draconis🐊 I can understand the frustration. I play withe DE and, if I recall correctly, it adds such a vast amount of station sub-types that it can be hard to correlate what station is actually what type. As for figuring out profit, the description of each item has the base value that its purchasable for so as long as you sell the item for a price marginally higher than the base price in the description, you will make money. Items found in the wild can be considered pure profit as you didn't financially spend anything acquiring them. Luizbiel's comments include the code for the actual price multipliers if you are interested.
Draconis🐊 5 Dec, 2024 @ 3:19am 
Yeah we ran this for awhile with and without DE on several campaigns it became a hassle to match reputation to correct station to sell at. So you would see stuff for X price and go yeah that seems high and later it would be being bought for Y and it would either be less or similar to the price you would have paid so that you never got a good feel for what is good to trade where and usually you would make like 100 marks on something you bought two sessions ago and it was hard to keep track of everything.
Augustus  [author] 14 Nov, 2024 @ 9:57am 
@#FixTF2 Heavy you can just look in the mod files. I omitted any indepth statistics form the mod description because I feel like players might get more joy out of discovering where to buy and sell what. I understand some players might not like that so I appreciate luizbiels comments greatly.
Пулемётчики 14 Nov, 2024 @ 2:18am 
Well, where did you find these statistics?
luizbiel 12 Nov, 2024 @ 1:04pm 
The higher the price multiplier, the higher the price, buying or selling, same goes if the price multiplier is low.
So you'd want to buy something like lumber at cities and sell it at research outposts.
Even better if you can combo some with vanilla daily specials, which halve buy price or double sell price.
Пулемётчики 11 Nov, 2024 @ 9:00pm 
So, if an NPC demands that he needs one of the above specifically, the price will be higher depending on the multiplier, right?
luizbiel 11 Nov, 2024 @ 6:48am 
Well that was hellish to post in one message.
Someone oughta put it in an easy to digest spreadsheet.
Be aware some items spawn in outposts/wrecks and you can loot/steal them
Some require reputation with some factions.
Assume missing merchant modifiers means that the merchant in question will probably offer a really low sum for whatever you're selling.

Heres a quick explanation:
Commodity name - Base price
Merchant type = Price multiplier S = min-max on sale if available
luizbiel 11 Nov, 2024 @ 6:44am 
“guide”

Lumber-600
outpost=1.25 S=0-1
city=1.0 S=0-1
research=6.9
military=5.8
mine=1.8
armory=6.1

Rotlumber-100
outpost=1.0
city=1.0
research=2.5
mine=1.2

coffee-320
outpost=1.0 S=1-6
city=7.1
research=1.2 S=0-2
military=5.8
mine=5.5

sugar-150
outpost=1.3 S=0-2
city=1.1 S=0-10
research=5.2
armory=4.5

textile-150
outpost=5.25
city=1.1 S=0-8
military=5.9

mail-180
outpost=4.35
research=4.1
city=1.0 S=1-5
military=5.4
armory=0.9 S=1-2

toiletries-375
outpost=1.4 S=0-1
city=4.85
research=1.2 S=1-3
military=5.9
armory=5.4

mrequality-500
outpost=5.2
city=4.5
research=1.5
military=1.15 S=0-2
mine=1.8
armory=1.0 S=0-1

mreregular-200
outpost=4.7
city=4.2
research=1.5
military=1.15 S=2-4
mine=1.4
armory=1.0 S=2-8

erotica-750
outpost=4.2
city=4.0
military=7.1
armory=6.4
clown=1.1 S=0-1

purifiedwater-90
outpost=4.2
city=1.2 S=2-10
research=4.6
military=3.95
mine=3.9
armory=3.65

vaccines-560
outpost=5.9
city=6.4
research=1.15 S=0-2
military=6.25
armory=6.1
Пулемётчики 7 Nov, 2024 @ 1:37am 
How can i start make money?
Augustus  [author] 15 Oct, 2024 @ 1:35pm 
We got very lucky. Minimal damage.
Monkey Nuts Entrepreneur 15 Oct, 2024 @ 1:32pm 
Hope you and your family are safe at this time homie. Thanks for the mod.
Augustus  [author] 15 Oct, 2024 @ 11:11am 
@Phantom Civet A very good idea but i'm failing to find how to create a discussion :(
Ksarper  [author] 15 Oct, 2024 @ 11:10am 
Wow, I hope you and your folks are 'kay
Augustus  [author] 15 Oct, 2024 @ 11:07am 
Alright, Russian translation has been added. Thank you again, Ksarper!
Augustus  [author] 15 Oct, 2024 @ 9:37am 
@Radioactive Vomit no I havent had the time as I had to flee multiple hurricanes IRL.
Ksarper  [author] 11 Oct, 2024 @ 11:26pm 
Is localization updated?
[95th] Phantom Civet 9 Oct, 2024 @ 11:41pm 
might be a good idea to add a discussion to this mod to collect suggested commodities more easily vs looking through comments for them.
lolic_lol 9 Oct, 2024 @ 7:57pm 
Russian localization, already? Cool, thanks!
Ksarper  [author] 7 Oct, 2024 @ 11:06pm 
Yep, thanks for the mod! Hoping to see some new items for shipping!

Like military electronics specially ordered by the Coalition, plant seeds, ores, tools, sleeping parasite eggs, or household appliances!
Augustus  [author] 7 Oct, 2024 @ 11:54am 
@Radioactive Vomit WOW that was fast! I'll chuck it in as soon as I figure out how to add said localization, shouldnt take long. Of course I will add you to the credits :)
Ksarper  [author] 7 Oct, 2024 @ 6:53am 
If you add me to the credits, put the nickname Ksarper, ty
Ksarper  [author] 7 Oct, 2024 @ 6:51am 
Here you go, brother, it is for russian community

https://pastebin.com/apFqtAHu

P.S: don't forget to set "Windows-1251" encoding
Augustus  [author] 6 Oct, 2024 @ 11:26am 
Go ahead my man
Ksarper  [author] 6 Oct, 2024 @ 11:06am 
I would love to translate this mod, friend!!!
Augustus  [author] 6 Oct, 2024 @ 9:17am 
@Radioactive Vomit English :steamhappy:
Ksarper  [author] 6 Oct, 2024 @ 12:38am 
Localization?
Augustus  [author] 4 Oct, 2024 @ 2:31pm 
@Monkey Nuts Entrepreneur Yes! Though I believe it makes it a lot harder for the items to show up in shops but you cant still find them in wrecks and the like. But it definitely wont crash your save.
Monkey Nuts Entrepreneur 4 Oct, 2024 @ 12:06pm 
Is this okay to add mid-playthrough or does it require a new playthrough? :steamthis:
Lem'Nade 4 Oct, 2024 @ 10:03am 
Sea Of Thieves loot crates ? sign me up !
Augustus  [author] 3 Oct, 2024 @ 2:29pm 
@Sir_Kelt If you're asking if you can make a translation mod, then go right ahead!
Sir Kelt 3 Oct, 2024 @ 12:53pm 
Hi, is there any way I could tanslate this mod in Russian?
Augustus  [author] 30 Sep, 2024 @ 12:54pm 
@graysid my pleasure. Its not easy filling all those bottles.
graysid 30 Sep, 2024 @ 9:20am 
thank you i love purchasing bottled shit
Jimrambit 29 Sep, 2024 @ 9:12am 
12/10, Would Lose 12500 Marks Again
graycat_saderow 29 Sep, 2024 @ 8:41am 
oh god merchant alliance sot ptsd
kenanthebarbarian 29 Sep, 2024 @ 5:52am 
Are those jars of piss?
Augustus  [author] 28 Sep, 2024 @ 11:46am 
@neonatal its pretty obvious as to why.
iMakingPplCringeSince1989 28 Sep, 2024 @ 5:48am 
hmm, im not sure but let me attempt to make an educated guess... because it's a dolla dolla bill, yo :playa::kaching::deduction:
neonatal 28 Sep, 2024 @ 4:54am 
why is the base price in dollars
Augustus  [author] 28 Sep, 2024 @ 1:47am 
Those are all good ideas but I highly doubt it is possible to make trade goods adjust reputation upon purchase/selling. It is possible to restrict purchasing to a specific reputation level though.
SpacePirate2849 27 Sep, 2024 @ 10:32pm 
Perhaps add little side quests, and I am building on Uwotome's comment, stuff like delivering defunct ammo to coalition stations from rebels, or maybe stuff like the rebels having you deliver broken fuel rods or even entire nuclear charges and vice versa for the coalition, little things to mess up a factions day :)
Uwotome 27 Sep, 2024 @ 10:17pm 
As a ne'er-do-well, box-swapping, snake-oil-selling, rat-ly merchant: Do you think it'd be possible to have bad goods that reduce relations for selling but maybe get you a quick buck? Wish me luck I'm gonna sell fake eggs to the Church B)
123nick 27 Sep, 2024 @ 10:15pm 
THIS MOD IS FUCKING PEAK!!!!!