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@Razilator RimJobWorld [+18]

Mod updated to the current version.

1 неделя, 5 дней назад
@Razilator Combat Extended

PyWorker, I will improve you!

1 месяц назад
@PyWorker Combat Extended

My great job at automating uploads! My version: 0.3. I try to improve according to my mood.

1 месяц назад
@Razilator Mechalit Core (Continued)

I speak as an admin, I only played with the Mechalit Core mod. Now another person has continued his work, adapting it to Rimworld 1.3.

2 месяца, 2 недели назад
@Razilator Victoria 8 Pro Bundle (G8F)

Nice, I like

2 месяца, 3 недели назад
@Demalius Dark UI

Demalius, тест 4

2 месяца, 4 недели назад

Enhanced Shopping Economy

  • #Gameplay
  • Добавлен: 2 месяца назад
  • Обновлен: 2 недели, 2 дня назад
  • Просмотров: 18
    Автор(ы): Matvey Traveller, love-tea
  • Версия: 12.08.2019
    Загрузок: 1
Ссылка Инфо Язык Версия Загрузок Загружен Добавил
Перейти к загрузке 740 KB Мультиязычный 12.08.2019 1 23/08/2021 в 20:00 Razilator

Mod to rebalance economy to make in-town shopkeeping more viable and more interesting. Everyone wants to run a comfy inn, right? Now you can do it without every single peasant in town going broke from buying a single rice bowl and not regenerating money, because it's really a buzzkill for a horde of people to flood your tavern and scream about how they can't afford things. Yes, Universal Basic Income has come to the world of Kenshi. On top of that, shopping lists have been expanded in general, more NPCs will go shopping, and there's more of a dynamic to NPC income and spending.

A few NPCs that lacked them now have shopping lists. Income levels will roughly correspond to class - your average tech hunter will have more spending money and income than your average peasant.

Yes, you will need to import your game for this to work if you've been using the mod all along.
Not many NPCs will be prone to buying them, and fewer still will be able to afford your best blades, but they're out there.

A few notes about the quirks of shopping:
-People actually buy items by class. If someone wants narcotics, they're just as open to hashish as they are to grog as they are to sake.
-The most desired items, by far, are food and alcohol.
-Adventurous types will buy first-aid supplies and sometimes weapons and armor.
-Nobility, if they deign to leave their houses, may stop by your shop for luxury items, trade goods, and random clutter. So will caravans.
-Skeletons drink alcohol too. Don't ask. It was already set up that way.
-Most cities don't have public wells. 
-More people should stop by to shop, both in towns and at your outpost.
-If you have a mod that adds additional NPCs, they will be just as poor as the mod maker made them. If you see odd behavior, check your modlist.

This also includes a rather cheaty barkeeper start for testing purposes. It gives you basic farming tech, hydroponics, and brewing tech, as well as enough money to buy a small building and set up shop.

Many thanks to love-tea for showing me how to do the impossible and get NPCs to buy armor and weapons. It was the one feature I really wanted, and now it's here. There will be rebalance releases as I tweak things, please let me know in the comments if anything seems off or like it needs improvement.