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Price vs Final Product dissociation

Posted: Tue Oct 03, 2017 11:33 pm
by Hatsune_Neko
Just came across this as i was working on my mod to balance the economy.
you can partly thank this from me not reading the hint text about it.

But you have it setup to where the cost of the material determines the price of the final produced product.

like bread.
in my mod
water costs 1
strawflower costs 10
and i wanted it to have produced price of 20 for bread.
only its not working out like that, it's in fact changing the final price in my mod to zero :/
even dustwichs which i wanted as final sale price of 300, came out to 9.. not what i was looking for to be honest.

is there a way where the game can be set so that we can set the final price and not have it do that? so that we can setup our own ideas for economy and pricing.

as i have no idea how integrated this is into the game or how easy it is to change.
but i would very much like to have final say so in sale prices.

Re: Price vs Final Product dissociation

Posted: Mon Oct 09, 2017 5:56 pm
by someone
This system wont change, but it should be possible to get the prices to what you want by adjusting the profitability value.
There are food price and trade price multipliers in the global constants that may be messing with your calculations. In this case the food price multiplier is causing water to cost round to 0.

Re: Price vs Final Product dissociation

Posted: Mon Oct 09, 2017 11:18 pm
by Hatsune_Neko
yea
been figuring that one out
takes a ton of adjusting and frustration at times trying to get it right.

though kinda impossible to adjust armour and weapons though without changing the entire tier unless i missed something.
been trying to adjust the junk prices of them but can only find one price and it affects all types made from it.