RimWorld

RimWorld

25 ratings
[1.3]Economy Bandaid
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3
File Size
Posted
Updated
275.469 KB
Nov 19, 2017 @ 11:00pm
Jul 4, 2021 @ 9:09pm
9 Change Notes ( view )

Subscribe to download
[1.3]Economy Bandaid

In 1 collection by AgentBlac
The Vault
120 items
Description
I AM TAKING A BREAK FROM RIMWORLD MODDING. ANYONE WHO WISHES TO UPDATE THIS MOD FURTHER (past 1.3), IS FREE TO DO SO. GOOD LUCK AND ENJOY!

Salutations. This is my go at an isolated economic "rework". The goal this little project is to make the prospects of developing either a drug cartel/textiles empire/weapons dealing outfit waaaaay more attractive. Some may call the hike-up in profits overkill. To that, I say... yeah,you're probably right. I attempted to increase the value of the items below to make going through the trouble to manufacturing them sufficiently worth it (as opposed to just selling raw materials with little effort). Happy selling!

Ahoy o/ This is the updated version of my original mod! Please comment any bugs you come across!

Enjoy! :)

Installation

Put it right after Core in the mod list (just to be sure).

This mod is safe to add to existing saves.

CHANGES

Drugs
- Smokeleaf Joints
- Beer
- Flake
- Yayo
- Go-Juice
- Wake-up
- Penoxycyline
- Ambrosia
- Luciferium

All Articles of Clothing
-Includes Power Armor and belts

Weapons
- Doesn't include artifacts or mechanoid weapons

Troubleshooting/Conflicts

If you find that the new prices are little to op for your liking, you can go into C:/Program Files (x86)/Steam/steamapps/workshop/content/294100/1206250447 and change the MarketValue in DrugEconomyFix.xml OR SellPriceFactor in ApparelEconomyFix.xml and WeaponEconomyFix.xml

You can also remove any of those files to remove the price increase on that category of item.

This is a patch mod, and should not conflict with any other mods. Also, since it's a patch mod, feel free to use it to your own diabolical ends. It's all good over here.
Popular Discussions View All (1)
0
Feb 24, 2020 @ 2:32pm
PINNED: Bug Zapper (Submit Bugs Here!)
AgentBlac
27 Comments
ChemFuel Jul 27, 2021 @ 12:50am 
Hey buddy, I'm wondering if you could fix the slave sell values too? That would be rad for slaver colonies!
OneShotPaddy Jul 11, 2021 @ 1:24pm 
Ok, I thought that's what the game used against the budget of each type of raider. I was probably mistaken, as I'm pretty new to some of that. Thanks for the quick response!
AgentBlac  [author] Jul 11, 2021 @ 10:10am 
Hi, no, raiders should still spawn with weapons and clothes. This mod just alters their market value.
OneShotPaddy Jul 10, 2021 @ 10:54pm 
If you increased the prices of the weapons and apparel, does that mean that some of this equipment is now outside the purchase range of raiders? So we may see raiders with no weapons or clothes?
AgentBlac  [author] May 28, 2021 @ 9:20pm 
Hi, any mod that modifies gun prices will conflict with this mod (I haven't tested w/ CE so I can't say about ammo prices). Placing this mod below CE in the load order may force this mod's patches to override CE's. Also, as long as weapons brought in from mods use the same base as vanilla weapons, their price will be patches as well.
brody1601 May 13, 2020 @ 5:25pm 
just q quick question will this work with CE like are ammo prices jacked up, and a follow up question, will apparel and weapons brought in from mods also get a price boost?
AgentBlac  [author] Feb 25, 2020 @ 5:06pm 
Announcement: My apologies, this mod is now multi-version compatible.
AgentBlac  [author] Feb 24, 2020 @ 2:26pm 
Announcement : Updated to 1.1!

I have limited time working on RimWorld mods these days, but if you post the bugs you're experiencing in the Bug Zapper, I will do my best to make time to ensure maximum compatibility and functionality! :)
RankLord123 Jun 17, 2019 @ 11:09am 
menu pls
Violence Enjoyer Mar 23, 2019 @ 3:25pm 
would be cool if there was a menu instead of having to adjust in the files