Kenshi
kelmenwong Jan 31, 2022 @ 3:32am
any mod that evaluate item sell value by space?
say i found 2 items,
item 1 take 1 space, sell value 10
item 2 take 5 space, sell value 45

the mod will show:
item 1 sell-value-by-space 10
item 2 : 0.9

so i will horde item 1 when not enough space
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umm, sorry, that's something that can not be modded.
and not sure exactly what your looking for it to do.
SnugSnug Jan 31, 2022 @ 5:30am 
These may help, little snippets of info from another thread. But as far as i know inventory slot spacing ins't used for price defining only for slots.

Ie weapons under 7x1 will fit in 2nd weapon slot and go on hip and therefore only need 1 hand even if technically polearm or heavy. - not sure if this is hard coded or just coincidental observation.

I think clothing may use a different system that factors in %coverage as well (might just be buildtime) and both weapons and clothing have a quality values that is added somewhere in the calculation that trade items don't have. it's mention below as well.

Originally posted by realpikkio:
Hello!
I haven't found official details about the prices but for what I could understand while working with FCS, the"value" of an item is usually the double of the actual price in cats.
So if the value in fcs is 200, it will be 100 cats in game.

BUT, that value is considered as price only for items which are not craftable.
all the items which can be crafted by combining other ingredients don't actually consider that "value" at all when determining the price of that item.
Their price is calculated by looking at the "value" of the items which are used to craft it, multiplied by the value of the field called "profitability".

so let's say you have item-A and item-B which are not craftable.
You need 1 item-A and 1 item-B to make item-C.
And then you need 2 of item-C to make item-D.

item-A --> "value" 100 --> price in game 50 cats (100 / 2)
item-B --> "value" 50 --> price in game 25 cats (50 / 2)
item-C --> "value" 200, "profitability" 1.2 --> price in game 90 cats ((100+50) * 1.2) / 2
item-D --> "value" 400, "profitability" 1.5 --> price in game 300 cats ((200+200) * 1.5) / 2

note that the "value" of item-D is completely irrelevant, unless you can craft something using it as ingredient. The its "value" will be used to calculate the price of the product made from it.
Indeed the "value" of item-C has nothing to do with the price of item-C but instead it is used to calculate the price of item-D.

Prices are then tweaked a bit based on the vendor multipliers and I think there is also some randomness.

special items like weapons and armor also have different multipliers to calculate the price, which are based on the type (like chain or leather armor, or refitted blade rather than catun) and on their quality (shoddy, standard, etc..)


Originally posted by realpikkio:
then regarding the costs, I did a couple more tests and I think the profitability is a percent added to the value, rather than being a simple multiplier.
And indeed it is usually a value between 0 and 1, where 1 means that the product will cost the double of the value of its ingredients (100% additional cost)

I have also noticed that the profitability is added to the value of the items which are not craftable as well. It just considers their own value in the same way that it considers the value of the ingredients + profitability.

so let's say you have item-A and item-B which are not craftable.
You need 1 item-A and 1 item-B to make item-C.
And then you need 2 of item-C to make item-D.

item-A --> "value" 100, profitability 0.2 --> price in game 60 cats (100 + (100*0.2)) / 2
item-B --> "value" 50, profitability 0.2 --> price in game 30 cats (50 + (50*0.2)) / 2
item-C --> "value" 200, "profitability" 0.2 --> price in game 90 cats [100+50 + ((100+50) * 0.2)] / 2
item-D --> "value" 400, "profitability" 0.5 --> price in game 300 cats [200+200 + ((200+200) * 0.5)] / 2

there is also shidan's note guide that is full of tidbits.

https://steamcommunity.com/sharedfiles/filedetails/?id=2570870493

edit:

so even if one could could compile the data in a a spread sheet, there is no way to actually get it into the game only as a guide. If one were to add it to the game the gui doesn't support it so it would need to be manually inputted into the description of all items but it would be a static value and might at times be incorrect. One would also need to allow for things like stack size which is variable depending on ones gears and mods used.
Last edited by SnugSnug; Jan 31, 2022 @ 5:42am
Rank21 Jan 31, 2022 @ 3:03pm 
@SnugSnug , thanks for the Shidan's Notes ! All that is very interesting !
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Date Posted: Jan 31, 2022 @ 3:32am
Posts: 3