RimWorld

RimWorld

No profit possible
Looking at the sale prices of materials vs the sale price of manufactured items it makes absolutely no sense to make anything for sale.

Take beer for example, the cost to make one beer is 65$ in hops but it only sells for 18$.

Something really has to be done about the price structure of Rimworld.

Also, in the information box there should be a line item for total cost of materials used/needed to manufacture so you can easily understand if something is worth selling or not.
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Showing 1-15 of 48 comments
Gentlest Giant Apr 1, 2019 @ 3:27am 
Not testing this in game but looking at market prices on wiki I see that hops has a value of 10 for the 5 hops required for one beer. One beer is 12. There should be a slight profit.
Last edited by Gentlest Giant; Apr 1, 2019 @ 3:28am
Confused Dragon Apr 1, 2019 @ 3:29am 
Are there sellers that will buy hops? I know a lot will buy beer but I don't recall seeing any that buy hops. But I could have easily over looked that.
Stormsong Apr 1, 2019 @ 3:31am 
Sculptures.

Items you can make (or take...) completely from home without having to buy pieces from traders. Ex: Human-y bits, smokeleaf

Quests and their rewards -- which you can then turn around and sell those too.

Gear from wounded, but living, raiders if you don't take it for personal use.

I'm sure there are more, but it's early and I'm entirely too sleepy to function. But the above had always given me the needed silver to do what I wanted in vanilla.
Killerfradel123 Apr 1, 2019 @ 3:43am 
i never really have Trouble with money. 1 skilled pawn for sculptures and u are good.
martindirt Apr 1, 2019 @ 3:45am 
Originally posted by Emelio Lizardo:
Looking at the sale prices of materials vs the sale price of manufactured items it makes absolutely no sense to make anything for sale.

Take beer for example, the cost to make one beer is 65$ in hops but it only sells for 18$.

Something really has to be done about the price structure of Rimworld.

Also, in the information box there should be a line item for total cost of materials used/needed to manufacture so you can easily understand if something is worth selling or not.

Wimp.

Khhhmm...
Plant hop. Make barrels. Brew beer. Cost? 0$. Sell for x. Profit=x.

But go deeper. Selling / buying prices depends on
Your trader social skill + health condition
Other traders "trader type".
And other things maybe

But if this bugs you: find mods. There are lot of mods what effect on trade prices.
Jigain Apr 1, 2019 @ 4:05am 
Pretty much any drugs, even when not considering home-grown equals pure profit.

Buy 4 psychoid leaves: 2.4 * 4 = 9.6 market value.
Make and sell 1 flake: 14 market value.
Profit: 4.6 market value per unit.

Buy 8 psychoid leaves and 2 neutroamine: 2.4 * 8 + 6 * 2 = 19.2 + 12 = 31.2 market value.
Make 1 yayo and then make and sell 1 go-juice: 53 market value.
Profit: 21.8 market value per unit.

But as already pointed out, beers costs literally nothing but time and a little bit of work.
Last edited by Jigain; Apr 1, 2019 @ 4:06am
Security Cam #7 Apr 1, 2019 @ 4:30am 
Originally posted by Jigain:
Pretty much any drugs, even when not considering home-grown equals pure profit.

Buy 4 psychoid leaves: 2.4 * 4 = 9.6 market value.
Make and sell 1 flake: 14 market value.
Profit: 4.6 market value per unit.

Buy 8 psychoid leaves and 2 neutroamine: 2.4 * 8 + 6 * 2 = 19.2 + 12 = 31.2 market value.
Make 1 yayo and then make and sell 1 go-juice: 53 market value.
Profit: 21.8 market value per unit.

But as already pointed out, beers costs literally nothing but time and a little bit of work.
Buying ingredients would be way more expensive and you'd lose money. Remember that traders have prices higher than market value and you sell stuff for much less than market value
Last edited by Security Cam #7; Apr 1, 2019 @ 4:30am
Lithi Apr 1, 2019 @ 4:53am 
make sculptures dude
♥♥♥♥ sells like hotcakes
also make heavy drugs
and organs
Last edited by Lithi; Apr 1, 2019 @ 4:53am
Jigain Apr 1, 2019 @ 5:14am 
Originally posted by Smelly Fish:
Originally posted by Jigain:
Pretty much any drugs, even when not considering home-grown equals pure profit.

Buy 4 psychoid leaves: 2.4 * 4 = 9.6 market value.
Make and sell 1 flake: 14 market value.
Profit: 4.6 market value per unit.

Buy 8 psychoid leaves and 2 neutroamine: 2.4 * 8 + 6 * 2 = 19.2 + 12 = 31.2 market value.
Make 1 yayo and then make and sell 1 go-juice: 53 market value.
Profit: 21.8 market value per unit.

But as already pointed out, beers costs literally nothing but time and a little bit of work.
Buying ingredients would be way more expensive and you'd lose money. Remember that traders have prices higher than market value and you sell stuff for much less than market value
Assuming for simplicity's sake playing at the easiest difficulty (no modifier to prices) with a 0 skill pawn doing the trading:

Flake:
Purchase: 9.6 * 1.4 = 13.44 market value.
Sale: 14 * 0.6 = 8.4 market value.
Loss: 5.04 market value.

Go-juice:
Purchase: 31.2 * 1.4 = 43.68 market value.
Sale: 53 * 0.6 = 31.8 market value.
Loss: 11.88 market value.

Now with a skill 20 pawn instead, same difficulty:

Flake:
Purchase: 9.6 * 1.1 = 10.56 market value.
Sale: 14 * 0.9 = 12.6 market value.
Profit: 2.04 market value.

Go-juice:
Purchase: 31.2 * 1.1 = 34.32 market value.
Sale: 53 * 0.9 = 47.7 market value.
Profit: 13.38 market value.

And just for posterity's sake, with an average skill 10 pawn:

Flake:
Purchase: 9.6 * 1.25 = 12 market value.
Sale: 14 * 0.75 = 10.5 market value.
Loss: 1.5 market value.

Go-juice:
Purchase: 31.2 * 1.25 = 39 market value.
Sale: 53 * 0.75 = 39.75 market value.
Profit: 0.75 market value.

As we can see, it's highly dependent on pawn skill, but far from a pure money loss if you have a halfway decent trader pawn.

Difficulty also changes things - looking at the highest difficulty (Merciless), it changes the stats like so with a 20-skill pawn:

Flake: 0.38 market value LOSS.
Go-juice: 3.84 market value PROFIT.

And all of this is of course before whatever options you have to further increase trade prices in your favor, such as bionic jaws, certain clothes, stat-increasing effects, and the like.

So yeah, not ALWAYS a profit, but profit is always POSSIBLE.

And again, growing stuff = free, so there's that.
Preechr Apr 1, 2019 @ 5:42am 
Seems like every week there's another post claiming that some basic part of the game is impossible and someone should spend time fixing it for him
Gentlest Giant Apr 1, 2019 @ 6:35am 
Originally posted by Preechr:
Seems like every week there's another post claiming that some basic part of the game is impossible and someone should spend time fixing it for him
...and that's how mods are made.
Dr@g0n Apr 1, 2019 @ 12:19pm 
Profit is a landslide it starts very slowly but eventually your have more money than you can spend 2-5 years in game without modded help, and with help 1-2.
merccobb Apr 1, 2019 @ 2:01pm 
In this specific example, beer is also much easier to store and sell than hops. It doesn't matter if you can theoretically sell the hops for more, if you never find anyone to sell them to before they spoil or they take up all your freezer space. Beer and other finished drugs are purchased by most merchants, don't spoil, and have the side benefit of being usable by your colonists if needed. Just keep them away from animals!
Bozobub (Banned) Apr 1, 2019 @ 5:38pm 
^Exactly this. Your colonists also cannot consume unprocessed hops at all, yet receive a strong morale boost from beer. That's literally *infinitely* better results from processing hops to beer, even before you consider sales.
Crackjack Apr 1, 2019 @ 5:59pm 
I would say that flake is one of the best ways to make money
You can grow the psychoid leaves yourself and the product takes little to no time to make
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Date Posted: Apr 1, 2019 @ 2:56am
Posts: 48