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@Armchair Civilian - The mod does not include any way to get a large quantity of fish, you'd have to install a fishing mod to gain access to a renewable supply.
@G0UD13 - All foods are craftable and many of the recipes within make use of the spices (which you can also cultivate). You can also sell them at a lucrative mark up in areas which they are difficult to acquire.
One question - is there a way to farm fishies included with the mod, or do we have to buy them (or is Crows world conflicting lol)
Anyways, I fully support any additions or changes you make to my mod, thank you!
I can also link your version on my mod's page if you like.
I reset the water to its original price.
It caused a 'lot' of stuff to have the price drop.
Some food items like bread (including foods from other mods), stuff like grog (and drinks added by mods), cotton and fabric, (which also lowered cost of stuff like bandages).
So that one little change made by the original mod, of tripling the base value of water, made a 'lot' of stuff more expensive.
Food.
The three that do not have Water listed, are ingredients for food items.
Where the ones that have Water listed, are not ingredients for food items.This technically includes Wheatstraw, since Strawflour is itself not a food item, but an ingredient for food items.
(re-post, darn lack of edit function)
Saw something that makes me want to repeatedly face palm and/or head desk, for not noticing before.
Check the Changes List, look for Water, and what the original mod changes.
Then look at the description for Profitability.
"If an item has ingredients then its price will be calculated from them, then this percentage will be added (0-1)"
Some of the grown crops have Water as an ingredient, like Hemp, Cotton and Wheatstraw, but not Riceweed, Greenfruit or Cactus.
So we have three crops, who base prices are tripled due to the Water value change, affecting all items made from those crops.
Since the alternate recipe for Fabrics needs 6 Cotton, and Cotton needs 4x more Water than Hemp, that likely drives up the average Fabrics cost quite a bit, hence why Sleeping Bag is also a fair bit more expensive with this mod.
Talk about snowball effects.
Assuming this is true, it would explain the price changes you two have been seeing. But that leaves the question, why? I'm guessing it was to inflate the prices of the new food items but that's a pretty awful way to do it. All the presumably unintended and sweeping price changes are proof of that. So I'm just left sort of confused.
I could change it back, but I'm worried I'll break something I'm not understanding. Some direct input from Hade would be really helpful right about now.
I play with UWE so I never realized the price changes weren't related to that. I took a quick look, and, as you've said, nothing regarding items like, cotton, wheat, or sleeping bags were touched. However, I did see that, for some reason, the price of water was increased by triple from 50c to 150c.
Now, I know the price of crafted items is directly affected by their base products, i.e. strawflour price affects bread price. However, I do not know if this applies to farmed food. I would assume it does since on the back-end it's fundamentally the same process of refine items into new items.
Vain becomes a gold mine with the original, due to some of the prices. A run from a hive, to Squin, to the Waystation South of Squin, and back. (And also the Swamp, with manpower, or a mod tones down the blood Spiders a little bit). Absurd profit, hard to resist at times.
Oh, has anyone noticed with the original mod, of some things, like flour and cotton, getting more expensive?
And does this one cause the same effect, of odd changes to base game items, even though the mod itself doesn't directly touch said prices?
Been trying to figure out such an issue, and the original is the main suspect, since I don't think any of the other mods I have, affect such prices.
Would be odd, if Dried Hemp and Hemp Pepper, are behind price shifts in Cotton, by virtue of Fabric, which can be made with Hemp or Cotton.