RimWorld

RimWorld

SRTS Expanded
Inked. 14 Apr, 2020 @ 8:17pm
Suggestion: Ship Trader Add-On
It would be really cool if there was like an add-on mod that introduced a new trader type that solely sold these ships. They can already be minified by uninstalling, so that version could be sold by a new trader as an alternate way to acquire the ships, which is especially useful if you don't want to use your resources (super limited or hoarding) or are doing a no build/craft run (like I often do) in which making ships isn't meant to be an option. The only trick would be to figure balancing, which is why I would propose that the market value of the ships be the cost of all the resources to make it * 3 or * 5.

For instance the superpod ship costs 550 steel, 50 plasteel, 45 gold, 150 silver, and 12 components to build. According to the market value of the resources, this would make it cost ~2,479 silver normally. * 3 it becomes 7,437 silver and * 5 = 12,395‬

Now imagine the cost of the genesis, which already costs 12.5k silver as a building component. The idea being that it's a possible way to acquire ships but ultimately at a greater cost. A good negotiator may be able essentially get a discount, but it'll still cost significantly more value to buy than to create.

It's not nearly as immersive watching a ship fall in a drop pod or plop out of some wandering traders ass, but without extra coding to make it more realistic, it's a viable way to do it.

And I would gladly do all the calculations for ship costs at whatever modifier *3, *5, *? desired in order to make it as easy as possible. Anyway, thanks for coming to my rambling TED talk.

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Showing 1-3 of 3 comments
NECEROS  [developer] 14 Apr, 2020 @ 8:43pm 
Good ideas
Inked. 14 Apr, 2020 @ 8:50pm 
Originally posted by NECEROS:
Good ideas

As you could probably tell, boredom has struck. Here's a link to a crude google sheet with the costs completed.

https://docs.google.com/spreadsheets/d/1aF-QdVT01TTj1gs4B17F7Lt3vPqplbhOQGxpnvg4Goo/edit?usp=sharing
Inked. 15 Apr, 2020 @ 11:57am 
So I've spent a portion of today messing around with XML and stuff and I've actually managed to make a traderkind for this. Much simpler than I thought it would be. It actually seems to account for the market value already, stating that the superpod's market value is 2490, vs my calc of 2479. Probably just a matter of rounding.

Anyway, the only issue here is multiplying that value to balance it versus building your own. I don't think that would be possible without manually setting the market value on each ship to be the calculated amounts. I'm trying to learn patchoperations for that exact purpose.

https://imgur.com/a/V7OHcFM

(Note: The stock is not accurate. I use a mod to inflate the stock of traders globally. In the def, the first 3 ships have a 1-3 range and the remaining ships have a 1-1 range.)
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Showing 1-3 of 3 comments
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