RimWorld

RimWorld

Coinage Lite [HH]
userrr3 7. jan. 2023 kl. 4:20
Losing money by making coins intentional?
I find the idea really cool as well, but I'm not sure whether it is not working as intended or whether I'm misunderstanding something. Some data from my save as of today (seems to have worked differently yesterday?) (I'm also using Vanilla Trading Expanded, is that an issue for price calculation?)

Wood has a market value of 0.95$
Wooden coin has a Market value of 0.01$
5 Wood -> 50 Coins ==> 4.75$ -> 0.5$
*1.67 for the sell price multiplier (I don't know whether the calculation works this way)
-> 0.835$ (massive loss)

Bone ( from Rim of Madness - Bones mod) has a Market value of 0.77$
Bone coin has a Market value of 0.05$
5 Bone -> 50 Coins ==> 3.85$ -> 2.50$
with sell price multiplier: 4.175$ (small profit)

So it seems to me (depending on the material) I'm losing a lot of money by making coins?
Is this intentional, is this a bug?

For both types of coin, when I click the Market value I get "Base value: $0.06", for wood there is also "Material (Wood): x12%".

PS: I cannot put coins in (vanilla) shelves?
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Hohen  [udvikler] 7. jan. 2023 kl. 10:17 
Not working as intended. Calculations changed as I changed the method the coins were made, I thought for the better but in the end it was a dead end. The next update I'll be once again changing that method, with XML Extensions, and it will cover all materials of specified stuffProps/categories. I do have fallbacks in place so if a value isn't in one place it will try to grab it from another in the end it's up to mod authors to have made their thingDefs correctly.

5x Raw Product ==> 50x Coins = 5x Silver ==> 50x Silver Coins = 5x §1.00=§5.00 ==> 50x §0.10=§5.00 1x Silver Coin == §0.10
reasoning
Oprindeligt skrevet af "vanilla":
1x Golden Coin == §10.00
Oprindeligt skrevet af "coinage":
1x Golden Coin == §1.00

Market Value calculation, this will need adjusting. Especially for trading mods but I'm not well versed in those.
Oprindeligt skrevet af "vanilla":
1x Golden Coin == §1.00 =SELL=> *Trader=0.60 =RECEIVE=> §0.60
Oprindeligt skrevet af "coinage-current":
1x Golden Coin == §1.00 =SELL=> *Trader=0.60 *Coin=1.666 =RECEIVE=> §1.9992

It's not perfect but the goal was to try to make them a 1-1 replacement and with the chance of them being worth more depending on stats and favor. That way you could potentially use any resource as currency without the loss of value due to you "selling." Tweaks will have to be made, that I'm sure of first though, I have to get the new system functionally before I can see how it translates.

The shelf thing. ♥♥♥♥♥♥♥♥♥. Woooops. That isn't a hard fix, at least for vanilla storage. Huge oversight. I've been been tossing them on the ground and watching them tessellate so I didn't even think of shelves.
Hohen  [udvikler] 8. jan. 2023 kl. 9:07 
Next update should be out shortly. Do let me know how prices interact with everything. I did knock the [SellPriceFactor] down to 1.5. With good social that puts it right at base 1-1 value with some variation.

Also I'm so glad I checked this cause I forgot about shelves.

EDIT: Currency is now located under Items.
Sidst redigeret af Hohen; 8. jan. 2023 kl. 11:10
userrr3 9. jan. 2023 kl. 11:26 
Cheers, I wanted to give it a quick try, but my coinage mill doesn't have any recipes anymore, neither does a newly built one... is this potentially an oversight or my 200+ mods breaking things?
EDIT: Scratch that, I figured it out when adding another mod through RimPy. This one requires XML Extensions which apparently somehow was removed from my modlist. My bad. It appears to work well now, thank you!
Sidst redigeret af userrr3; 11. jan. 2023 kl. 12:18
Hohen  [udvikler] 12. jan. 2023 kl. 11:06 
It could have been during a span when I messed them up a bit.
Recipes should now be condensed to two: x50 and x500, 5 and 50 respectively. From there you can pick the material you wish to craft the coin in. It's a lot easier to manage and less defs is always better.

Coin value should be pulled from what the material is worth and not the crafted from value. I think I may check both but if it can't find either it defaults to §0.10 to avoid problems.

I did have some issues with the recipes showing ingredients that weren't available to be coined but I think I've addressed that but when you add extra mods into the mix there's bound to be some hiccups and I use way too many mods.
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