![]() For 10000 devilstrand that takes roughly half a year to grow. Even if you harvest 10000 devilstrand at $3 you could only buy 1500 plasteel for $20 each. Its hard enough making money for plasteel which is usually hanging around $20 each, and devilstrand is only $2.50-$3 each. I have yet to see anything besides massive fields of devilstrand that are able to produce a lot of value for the colonists time, and that is one sale price tweak away from being removed (although it is hard to get a large crop to harvest safely with fire and animals as is ) I truly hope they dont change the value of devilstrand. If someone can generate items with that much value. you need to produce the value to trade for. No reason to make a contract type of thing, so long as traders come or you can request one within x amount of days I see no point in this. Third Idea you can already kinda do.farm cloth/devilstrand to sell or make clothes out of. And can still be attacked as if you had said colonists. This is balanced by the fact that you are now short those colonists. Second idea I disagree with, this will make it impossible for a raid to happen cause you will always have tribes who will get in the crossfire and help out fighting the enemie, less threat to you.Īlternatively you could send away 1-3 colonist on a trading trip, with a certain amount of resources albe to be carried (possibly implement animals as haulers for this also?) and they have a chance to see some of it (RNG based) and return with the rest/any silver you recieved. Takes a lot of time but really usefull when you dont see a single trader for 2-3 years in a row. There is a mod that lets you charge up a new comms console for 1200W till it hits 100, then you "Call" for a space trader and when it hits 0 charge it will give you a random space trader and start charging back up. I like the first idea, contact your allys through the comms console and request a specific item, they will show up within a season with that item and some more random items. This can vary widely, from a benign farming operation to organ trafficking. Thus you get a reliable cash flow, but only if you meet demand. Any colonist with social of 12 or higher can be a "barker", increasing the likelihood you get an extremely good deal on a desired item.Ĭash Crops: You can arrange contracts with other colonies, promising an amount of a certain resource every season for a price. Multiple tribes will visit you at once, a buying and selling amongst each other. You can also do the same, contacting sellers with buyers.īazaar: You can designate areas to host a bazaar. In exchange for a small % of the proceeds, the ally will direct appropriate traders. It's pretty annoying when you desperately need components and you keep getting guys trying to hock uranium Spears for 35,000 silver :pįinders Fee: when trading, you can ask the ally to help find an item you want to buy or sell. I'm also happy to help expand the graphic pack and create more.Right now many players are at the mercy of traders that only buy X and sell Y. So, if someone wants to collaborate and do the coding side of things (it's a small amount of work for someone who knows what they are doing), then send me a message. Thanks to kwang4 who helped with alot of the xpathing.Īs for future updates, I'll update when I have free time (which isn't much lately). This mod only changes select graphics from the default game, and the graphics for a few other mods (see the list above). If you install another mod, and expect this mod to automatically change the graphics in it, it probably wont. Note: This mod does NOT replace textures in EVERY other mods. If you find any issues, please post those issues (clearly, with a full explanation) in this mod's discussion section. If an object exists, then it will ONLY change the texture (although it may add new texture info). ![]() If a texture doesn't exist, then this mod wont replace it. In general, this mod uses xpathing to ONLY replace/add textures and texture paths (and adds masks), it does not change any other def information. It is currently having issues with some medical mods, where the other mod replaces the standard "body part" box image with custom graphics. COMPATIBILITY This mod should be compatible with MOST other mods.
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