Kenshi
Mega Real: Economics
13 Comments
Lawh  [author] Jul 13 @ 6:26pm 
I think I took this mod apart to make it more compatible. You should find the parts in my workshop though I don't recall what all was there.
Laughing Forest Jul 13 @ 3:23pm 
This sounds great, but am nervous that if I have much of anything added from other mods everything will go out of whack.

Can this work alongside mod lists? Or has to be in a pretty vanilla playthrough?
Lawh  [author] Jul 14, 2023 @ 5:47am 
I'm not exactly sure of either at the moment, but I will try to have a look at it today. What you can do is put this mod below better trading, and see what happens, and then swap if there are some issues and try again.
Vertigo Jul 13, 2023 @ 9:49pm 
does this also account for region items being cheaper 2 buy and moving it making it more profitable to sale like better trading system mod? and if not would that mod and this mod clash?
Lawh  [author] Apr 22, 2023 @ 11:27am 
Thanks, and a shame it doesn't fit every play style.
Pode Apr 22, 2023 @ 11:14am 
As a modder of different games I appreciate how difficult the things that seem simple can be. You've done great work here.
Lawh  [author] Apr 22, 2023 @ 9:08am 
There's always a chance, but I didn't figure it out at least. It's unfortunate that farm inventories aren't to my knowledge considered owned, because there is an option to make buildings and so on common property. Making the farms not common property would allow to toggle stealing. There is then of course problems with the farmers not removing crops from fields and putting them somewhere or using them, so this creates a situation where the fields are almost always full of crops.

It would be nice if the farmers could take the crops, put them in a guarded storage. This however opens the game up to bugs with a complex system, and that in turn creates new problems. It hard to find a balance, but I did what I could as simply as I could.
Pode Apr 22, 2023 @ 8:53am 
If it mechanically can't be made a crime then the way you've handled it is the best way, agreed.
Lawh  [author] Apr 22, 2023 @ 8:23am 
I don't think it can be made a crime to harvest things, and like said it is an exploit to be able to go into another mans farm and take all the crops just like that. You also can't really have anyone guard the crops at night which would be a normal thing to do with crops. You can still steal crops from the HN storage.
Pode Apr 21, 2023 @ 9:05pm 
If feasible I think I'd look at making it a crime to harvest from non allies but not prevent it. Part of my role play is raiding the HN and stealing our food from their farms historically fits that well. The other part is me having to agree to staff the non functioning hydroponics in worlds end to be allowed to buy a house in the town. So much as I like the mod I think I'll be disabling it this run.
Pode Apr 21, 2023 @ 8:13pm 
Fair, and turning it off did let me harvest where I wasn't able to before. But in my second test I was trying to steal from a Holy Farm and 2 HN scrubs came to farm beside me and they couldn't harvest anything either. Dunno if that was only because I was stealing it at the same time so the whole field was disabled or if there's a glitch with anyone harvesting.
Lawh  [author] Apr 21, 2023 @ 7:20pm 
Yeah I think a part of this mod is not being able to take crops that are not yours. It was a bit too easy to grab anything without consequence.
Pode Apr 21, 2023 @ 6:54pm 
Does this mod also change it so you can't harvest hydroponics that don't belong to you? Cuz I'm having trouble doing that and thought you might have considered that stealing and prevented it. Poor Beep has ground his farming skill from 1 to 65 on a single crop of greenfruit and not harvested a single one before they all rotted on the vine.