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Trade and Economy Mod NEXT

So Hello Games added a new trading system in 1.3 which is very cool but unfortunately only limited to specific 35 trade goods. In 1.5 for some reason they removed trade goods entirely from the space stations and other sales places so I added them back in.

I decided to make every product and substance in the game also be affected by this new trade system.

Basically, every item in the game now belongs to a certain class of items (Advanced material, scientific component, mineral, tech component, trade commodity or manufactured item) which corresponds to the 7 new types of economic systems added in the game. This means that each item in the game will have one type of system where it can be bought for much cheaper and one type of system where it can be sold for a lot more, enabling a lot more interesting trading.

I’ve also made items be even cheaper in systems where they are produced and more expensive in systems where they are needed to increase potential trading profits, this may be a little overpowered in the late game, I will probably add a more balanced version later for those who want to keep it realistic.

I’ve tried to give each item a realistic class although it wasn’t always easy, here are a few examples :

  • A Neutrino Module is a Tech Component which means it will sell for cheap in Tech systems and sell for a lot in Fuel Generation systems.
  • A Gek Charm is a Trade Commodity which means it will sell for cheap in Trading systems and sell for a lot in Advanced Material systems.
  • Ferrite Dust/Pure Ferite/Copper are Minerals which means they will sell for cheap in Ore Extraction systems and sell for a lot in Ore Processing systems.
  • Alloys of all kind (Aronium/Lemmium/Dirty Bronze, etc) are Advanced Materials which means they will sell for cheap in Advanced Material systems and sell for a lot in Scientific Systems.

Most of these are logical however they may be some inconsistencies so please report any item which feels out of place and should belong in another class.

If you want to learn more about each type of economic system and potential trade loops, check this page out : https://nomanssky.gamepedia.com/Economy

I’ve also added a few more smaller changes to go along with the trade overhaul:

  • Stations and ships sell more items and a wider variety (a lot of items which were not allowed to be sold in the base game now are). 
  • The loss of value you get when selling many items has been reduced (not entirely removed)
  • Some items such as the more rare exotic elements (frost crystals, solanium, rubeum, viridium) have seen their base price significantly increased to better reflect their rarity

I’ve tried to keep things reasonably balanced however there will probably be exploits and this definitely makes money making easier. 

Please report any bugs you find and anything you want changed.

The mod is currently compatible with 1.5 NEXT update.

Tech Shop Rebalance

Please help test, leave feedback.

I never see theta level blueprints in the tech shop, 5 blueprints is too few. I wanted to simply add a second tab of blueprints to choose from, but i don’t think it is possible. Instead I changed how rare higher level blueprints are.

By default there are 5 VeryRare and 53 Rare. 

Changes for Blueprint types per version in zip file:

    Common  –  VeryRare and Rare -> Common (normal level hardest to find?)

    Normal  –  VeryRare and Rare -> Normal

    Rare  –  VeryRare -> Rare

    One –  

         VeryRare -> Rare

         Rare -> Normal

    Two – 

         VeryRare -> Normal

         Rare -> Common

 

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

Atlas Stone
  BaseValue:   50K -> 1M                buy 1M * (-.1 to .4) = 900k – 1.4M
  BuyBaseMarkup:   40    -> 0        sell 1M * (-.1 to .4) = 900k to 1.4M 
  LowPriceMod:   .25  -> -.1
  HighPriceMod:  .5       -> .4
  BuyMarkupMod:  1.5  -> 0
 
Grav Ball, Sac Vemon, Albumen Pearl
  BaseValue:       -> 15k                     buy 15k * .4 = 21k * (.1 to .5) = 22.1k to 31.5k 
  BuyBaseMarkup:   .2                      sell 15k * (.1 to .5) = 16.5k to 22.5k 
  LowPriceMod:   .25  -> .1
  HighPriceMod:  .5 
  BuyMarkupMod:Â  .2  -> .4
 
Gravitino Plant
  120 Atrium -> 1 Grav ball
  100 Thamium
 
Sac Venom Plant
  100 Atrium -> 1 Sac Venom 
  100 Thamium
 
Albumen Pearl Plant
  20 Rigogen
  3 Albumen Pearls -> 1
  100 Thamium
 
Insulating Gel
  BaseValue: 32k -> 22k
 
Explosives
  BaseValue: 27k -> 19k
 
Carite Sheet
  BaseValue:     600  -> 1K
 
MicroDensity
  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

 
1 – ARONIUM
– BaseValue: 1125  -> 2k
– 50 carbon
– 50 iron
 
2 – HEROX
– BaseValue: 2100  -> 6k
– 20 Plat -> 50
– 20 Zinc -> 50
 
3 – LEMMIUM
– BaseValue: 22500  -> 17k
– 100 Titanium      -> 50
– 200 Tham          -> 50 gold
 
4 – CROLIUM
– BaseValue: 25730  -> 20k
– 50 Chrys
– 100 IRIDIUM
 
5 – MAGMOX
– BaseValue: 21840  -> 30k
– 30 Carbon         -> 50 red sys (Rubem)
– 300 Pluto         -> 100
– 300 Tham          -> 100 Copper
 
6 – GRANTINE
– BaseValue: 25925    -> 40k
– 100 Emril           -> 50 green sys (Viridim)
– 100 COPPER        -> 100 Alum
– 1 Alloy1            -> 2 Alloy1
 
7 – TERUMIN
– 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
 
Dynamic Resonator
  Antimatter:    2 -> 1
  Micro Density: 4 -> 2
 
Acid
  BaseValue: 13k -> 14k
 
Voltaic cells
  50 -> 25
 
Wires
  20 -> 10

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

 Harvester
  2 v cell   ->  1 c board
  1 gel
  1 wire  ->  1 alloy2 (Herox)
 
Crate Cylinder
 10 v cells         ->  1 Non-ferrous plate
 5 glass             ->  1
 2 dyn res        ->  2 mirco density
 
Crate green rect
 10 v cells         ->  1 Non-ferrous plate
 5 wire               ->  2 mirco density
 1 dyn res          ->  1 Poly-Fiber 

Milestones Rebalance

You are no “Magnate” in this space opera unless you’re pimpin a top of the line freighter, no “Adventurer” until you’ve trudged a 1,000,000u!

I didn’t feel the milestones required enough of the player. There are two versions, upgrade and extreme tweaked for survival mode. I didn’t change the Species Discovery Milestone, it was already too much of a hassle.

Any suggestions let me know

 

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