Medieval Engineers

Medieval Engineers

Economy Mod!
26 Comments
Coggernaut  [author] 25 Aug, 2017 @ 6:40pm 
Sorry, that's on my end... I guess I still need to update this XD

sorry about that, I'll do that soon
Chrisanthym 25 Aug, 2017 @ 4:18pm 
it says im missing "mod metadata" where do i find that?
Coggernaut  [author] 23 Jan, 2017 @ 8:43am 
Yea, you can make factions tax-free, but you need to name the faction with a tag, the same tag of said tax-free faction. It's in SessionComponents.scb
Erik_the_Uneducated 23 Jan, 2017 @ 7:38am 
interesting mod however im currius is there a mod that removes the need to pay for a claim on land with the claim block? I feel its kinda stupd how if you are your own ruler you have to pay taxes to a block...
Coggernaut  [author] 21 Oct, 2016 @ 12:25pm 
Well that sounds pretty balanced actually. When we're allowed to mod it more indeph I plan on having it only consume gold coins.
KilledJoy 21 Oct, 2016 @ 10:12am 
100x gold gives you ~4 days in the claim block currently
Coggernaut  [author] 20 Oct, 2016 @ 8:39pm 
I talked with the devs, it is currently impossible to mod the claim system's taxes. Though they may be making it mod-able soon! :D
Coggernaut  [author] 18 Oct, 2016 @ 8:07pm 
Right, I agree
KilledJoy 18 Oct, 2016 @ 5:30pm 
@coggernaut Gold only system would be great as its "taxes" for realism. Gold should far outweigh items but not make items worthless say to those who are traders.
Coggernaut  [author] 18 Oct, 2016 @ 11:47am 
Hello everyone! Good news! The medieval Engineers update is out!

I will be updating the "tax system" to take this mod's currency rather then items. I believe this is a good way to fight inflation and make it more... realistic!


I can make it take items and gold or only gold. What would you like? I'm thinking of making gold more valuable for the tax system and having items not so important. (Like 100 gold would give 2 days ownship, while items give a couple of hours)
Vatarr 2 Oct, 2016 @ 5:33pm 
In real life you generally increase the amount of currency in circulation by the amount of population growth per year. It's never perfect but it's very stable. That way prices don't skyrocket due to hyperinflation. it would be a neat thing to see economics in games. That way if you have to many people producing wood it won't be as profitable and it will encourage people to leave that market in search of profit. Like if there is a food shortage there would be profit in producing food. Ect. Such a dynamic economy I doubt could be done in a game. EVE tries though.
Coggernaut  [author] 2 Oct, 2016 @ 4:20pm 
Yes, I can update the mod to have a built in system to use currency. Though the only thing I can think of is using currency to buy blueprints... I'm not sure what else I can add without changing the game too much...

I've actually made an economy mod on Space Engineers that is very indeph. I can do the same thing for Medieval Engineers, but I'ed need a way to make "Shop Keeper NPC's". The best way I can think of to make this work is with a "Shop" Block, that can be used like a crafting table, but you can use currency to get specific items that shop sells.

If this sounds like a neat idea, I'll make a seperate currency mod that tries to reduce inflation.

Here's the Space Engineer's example mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=557471187
Vatarr 2 Oct, 2016 @ 3:55pm 
Is there any way to limit total currency on server? To avoid inflation.
Coggernaut  [author] 19 Apr, 2016 @ 1:25am 
@Androox Is there anything you'ed like to see in this mod? There needs to be some form of inflation, got any ideas? I was thinking of maybe being able to buy some foods with the currency. I dont want to make anything overpowered.
Androox 19 Apr, 2016 @ 12:52am 
Much better, thanks alot :)

*Methyma Server*
Coggernaut  [author] 19 Apr, 2016 @ 12:40am 
Mod is fixed,

If you find any problems please tell me and if you would like to suggest something, just mention it. Also I went ahead and updated the icon too!

Please rate the mod if you like it! :D
Coggernaut  [author] 18 Apr, 2016 @ 2:46am 
Okay I'll go ahead and see whats wrong, thank you for the feedback :)
Androox 18 Apr, 2016 @ 2:43am 
When the mod is on my server we cannot build with Timber like a Wooden Wall =(

Please Fix, I like this mod.
ZPELLY 2 Jan, 2016 @ 12:53pm 
I enjoy what I have seen so far. However my ME is broken :/ I keep getting Blinding White Screen and have to play at Night. Updated my drivers and everything can't figure it out.
Coggernaut  [author] 2 Jan, 2016 @ 1:32am 
Yea, we're going to remake runescape in ME! I hope you like it :)
ZPELLY 1 Jan, 2016 @ 11:48pm 
:O thats yours XD didn't even notice! Haha I was just playin RS a lil bit ago
Coggernaut  [author] 1 Jan, 2016 @ 10:21pm 
Very close to it, haha

Though I am working on the Runescape Total Conversion Mod Pack :P
ZPELLY 1 Jan, 2016 @ 9:31pm 
RuneScape much? :P
Coggernaut  [author] 29 Nov, 2015 @ 10:17pm 
If the mod is not working please tell me :)
Coggernaut  [author] 23 Nov, 2015 @ 10:31am 
You have to kill Barbarians, the Gold drop is not 100% but you should adventually have a loot-drop. If it still does not work after 20 or so barbarians, please tell me! I'll adjust things :)
MPWhitlow 23 Nov, 2015 @ 10:15am 
not working for me :(