Product Cost Rebalance



This is meant to balance the buy/sell values of some items to bring a wider market of items that can be sold to help the player make $$ by trading and farming. In addition, the margin for higher/lower prices is wider. The most I usually see without the mod is 4 to 5 %. This should provide more options than just mining or running around the space station gathering dynamic resonators.
The mod also makes a few buildables more player friendly. I tried to use some of the materials the game had not. A few items, like voltaic cells, wires, et al, have had their cost lowered.
oldValue -> newValue notes
BaseValue: 50K -> 1M buy 1M * (-.1 to .4) = 900k - 1.4M
BuyBaseMarkup: 40 -> 0 sell 1M * (-.1 to .4) = 900k to 1.4M
LowPriceMod:Â Â .25 -> -.1
HighPriceMod:Â .5 -> .4
BuyMarkupMod:Â 1.5 -> 0
BuyBaseMarkup: .2 sell 15k * (.1 to .5) = 16.5k to 22.5k
LowPriceMod:Â Â .25 -> .1
HighPriceMod:Â .5
BuyMarkupMod:Â .2 -> .4
BaseValue: 600 -> 1K
BaseValue: 1200 -> 2.5K
Suspension Fluid
BaseValue: 800 -> 1K buy 1K * .2 = 1.2k * (0 to +.3) = 1.2 - 1.56k
BuyBaseMarkup: 17 -> .2 sell 1K * (0 to +.3) = 1k - 1.3
LowPriceMod: .25 -> 0
HighPriceMod: .5 -> .3
BuyMarkupMod: 1.5 -> 0
Election Vapor
BaseValue: 3600 -> 6K buy 6K * .2 = 7.2k * (-.1 to +.2) = 6.5 - 8.6k
BuyBaseMarkup: 17 -> .2 sell 6K * (-.1 to .2) = 5.4 - 7.2k
LowPriceMod: .25 -> -.1
HighPriceMod: .5 -> .2
BuyMarkupMod: .7 -> 0
Antimatter
BaseValue: 4550 -> 10K buy 10K * .3 = 13k * (-.05 to +.3) = 12.3k - 17k
BuyBaseMarkup: 5 -> .3 sell 10k * (-.05 to .3) = 9.5k - 13k
LowPriceMod: .1 -> -.05
HighPriceMod: .2 -> .3
BuyMarkupMod: 1.5 -> 0
Alloys
BuyBaseMarkup: .2
LowPriceMod: .25
HighPriceMod: .5
BuyMarkupMod: 0
- BaseValue: 1125 -> 2k
- 50 carbon
- 50 iron
- BaseValue: 2100 -> 6k
- 20 Plat -> 50
- 20 Zinc -> 50
- BaseValue: 22500 -> 17k
- 100 Titanium -> 50
- 200 Tham -> 50 gold
- BaseValue: 25730 -> 20k
- 50 Chrys
- 100 IRIDIUM
- BaseValue: 21840 -> 30k
- 30 Carbon -> 50 red sys (Rubem)
- 300 Pluto -> 100
- 300 Tham -> 100 Copper
- BaseValue: 25925 -> 40k
- 100 Emril -> 50 green sys (Viridim)
- 100 COPPER -> 100 Alum
- BaseValue: 28440 -> 50k sell 50K * (.25 to .5) = 62.5k - 75k
- 40 EMRIL -> 50 blue sys (Cymatygen)
- 40 GOLD -> 2 Alloy2
- 1 HEROX -> 1 ACID
Antimatter: 2 -> 1
Micro Density: 4 -> 2
BaseValue: 13k -> 14k
50 -> 25
Poly Fiber
100 -> 40
Save Point
50 Plat -> 20
100 iron -> 50
Health Station
100 chrys -> 1 Rower Reservoir
1 elec vap -> 1 MAGMOX
10 cboard -> 1 Poly-Fiber
Shield Station
100 chrys -> 1 Lemmium
2 shielding plate -> 1 Shielding Sheet
10 cboard -> 1 Poly-Fiber
Trade Terminal
6 v cell -> 3
500 emril
10 cboard -> 5
2 v cell -> 1 c board
1 gel
1 wire -> 1 alloy2 (Herox)
10 v cells -> 1 Non-ferrous plate
5 glass -> 1
2 dyn res -> 2 mirco density
10 v cells -> 1 Non-ferrous plate
5 wire -> 2 mirco density
1 dyn res -> 1 Poly-Fiber
put the pak in MODS
v1.0
METADATA/REALITY/TABLES/NMS_REALITY_GCPRODUCTTABLE.MBIN - init values
v1.1
Added Alloy
Rebalanced all item values to be closer to actual cost of materials to create, considering commonality and usefulness (like fuel).
v1.2
Added trade terminal, decor crates, harvester
v1.3
Since I have yet to find and npc paying 2x for an atlas stone, I removed the buy markup. Now you can buy low, sell high, make a few 100k per w/o having to find a starred seller.
Added plants for items (grav ball, sac venom, albumen pearl) these now require thamium and the item they produce in order to plant.
The price of the items from the plants above have been normalized to encourage $$ through farming. buying them is more expensive. Also explosives and insulating gel are cheaper to make other plants more desireable.
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