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[Mod] Nekos Economic Overhaul

Posted: Wed Oct 18, 2017 9:54 pm
by Hatsune_Neko
Rebalances the economy and crafting so prices are more inline to survival.
In the long run you will still be able to make lots of cats, but in the start to mid game and even into late part of the game, it will be much harder to become bill gates of the Kenshi World.

Due to some of the changes, when you first enable this Mod, it is recommended that you import into a new game so the changes are guaranteed to work correctly.
Compatible with all saves in stable and experimental Branch.

Also when setting this mod, make sure it's put at the bottom of the load order so its changes overwrite other changes by other Mods. this is if you use other Mods to ensure this Mods adjustments take preference.
Making this more compatible with other Mods. including mine since some changes have affected squads. though these changes are different than my other squad changes in my other Mods.

Old saves are compatible long as its current game version. stable or experimental.
NEO is built on the experimental Branch of Kenshi.

Rebalanced

Building materials
Food materials
everyday items
Vendor Spawn refill times
Vendors amount of money.
production times
Some ruins respawn times. some would never respawn. a small handful will now do so.
Ruin Loot Spawns, now you shouldnt be able to get 5 or 10 master work items but instead 1 or 2 at most.
added guards/patrols/residents to ruins and floodlands

Working on/Balancing
Rebalancing armours and weapons.
All crafting materials
Spawns and loot spawns

also part of the rebalance is costs versus finished item. this means no matter what, even if you buy the materials you will still earn a profit making finished items.

Before you would spend more to make a finished item. It cost more to make it then the sum of its parts. this is now fixed.


Carbon now required to make steel bars.

You can find carbon in all armour and weapon shops.

Current update is version 11

Nekos Economic Overhaul

Re: [Mod] Nekos Economic Overhaul

Posted: Sat Oct 21, 2017 5:36 pm
by Hatsune_Neko
Update 12

Research update
All Research has a cost in cats and materials.
Materials required for research setup to reflect what it normally requires to make said items. usually.
some are easy to find or buy, others you have to go exploring around the map to find.
Some require mats from dead animals.
Reasearch times adjusted 3 + times normal amounts.
Global Xp Gain dropped. Strength and athletics XP gains slightly adjusted to compensate.

It is recommended to either make a new start or import into a new game with out research to get the full feel of this new update.

this should compensate for the mid to late game full out production where you can spam out cats or for weapons and armours you can loot. since i can not adjust weapon or armour costs without unbalancing all the loot drop edits i did.

Re: [Mod] Nekos Economic Overhaul

Posted: Sun Oct 22, 2017 9:37 pm
by Hatsune_Neko
there are a few known issues
like research not taking all the new mats.
i'll get a update on that soon.

Re: [Mod] Nekos Economic Overhaul

Posted: Tue Oct 24, 2017 11:33 pm
by Hatsune_Neko
update 13

Major fixes to the research amounts and times and costs.
required research mats for some items can now be found at 1 type of vendor. though the chance of them stocking it is low.
farming growth times adjusted. but not to badly so you won't starve. too much...

Re: [Mod] Nekos Economic Overhaul

Posted: Fri Oct 27, 2017 7:36 pm
by Hatsune_Neko
Update 14

Tweaks to item spawn chances needed for research.
Hinges now available at a vendor
Fixed a accidentaly made water copy item.

Re: [Mod] Nekos Economic Overhaul

Posted: Fri Jan 05, 2018 8:06 pm
by Hatsune_Neko
Update
Empty ancient Buildings bug fixed

a import into a new game is required to fix it.