Barotrauma

Barotrauma

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Commodities!
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15.856 MB
27 Sep, 2024 @ 3:03pm
15 Oct, 2024 @ 11:06am
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Commodities!

Description
Do you like making money?

This mod is only approved for use by verified cashmaxxers and greasy-haired peddlers.



If you ever found yourself looking to make some extra money on the side, then this mod is for you!

Currently, it adds a number of goods that can be traded between stations. Find goods and commodities for sale at stations and search for which merchants will net you the most net sales.

Some commodities are so rare under the icy cloak of Europa that you may only be able to find them in the wild. These invaluable goods will surely bring you immense wealth!

Each commodity has the baseline price of the good in it's description so you'll know if you're actually making a profit.



FAQ
Q: Is this compatible with BaroTraumatic and/or DynamicEuropa?
A: I use them both so I think so?

Q: Is this mod balanced?
A: I'd like to think so. The artificial supply-and-demand pricing multipliers are the only way to really simulate this. If you have any balance concerns, please yell them at me in the comments!

Q: Can I suggest more content/commodities?
A: Fire away!

Q: Is there a guide?
A: I'll probably get around to making an infographic or some-such.

Q: What languages does this mod support?
A: English and Russian at the moment. I only speak English though so future localizations will have to come from someone else. Actually, I speak a little Spanish. You do not want me to attempt a Spanish translation.

Q: Can I use this mod in my own mod?
A: Of course! Just throw me in the credits somewhere and abide by the CC BY-NC 4.0 license.





Credits
  • Augustus - Me.
  • uberpendragon - Guidance in regards to pricing/balance.
  • Panman - Greeting me whenever I wail in the discord.
  • Ksarper - Selfless Russian translation. (Thank you!)

Popular Discussions View All (1)
4
6 Mar @ 12:33pm
Commodities Suggstetions
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52 Comments
Augustus  [author] 15 May @ 12:04pm 
Я рад, что кто-то их нашел
Fagottini 15 May @ 9:02am 
не ну за названия текстовиков перевода лайк
Augustus  [author] 18 Feb @ 9:04am 
@Gamer Gaming that would require altering the base game prices of those materials which would alter balance and make this mod incompatible with a lot of other mods.

It's a good idea nonetheless. I actually thought about being able to craft some of the commodities from excess materials. E.g. making Lumber from a significant amount of carbon. That would help with late game over-accumulation, as you put it.
Gamer Gaming 18 Feb @ 6:08am 
What if at stations where they sell certain commodities for cheap they buy potential components required to make the commodity for more expensive, like for textile making they buy plastic and organic fibers for more. Purified water stations could buy carbon and chlorine for more and vaccine locations could buy maybe stabilozine for more and so on. Could help with late game over-accumulation of common items in a more dynamic way
Govno-EDITION 10 Feb @ 10:40pm 
thanks
Augustus  [author] 10 Feb @ 10:01am 
@Узник Леса I believe it's from 'Project Humanize Character Overhaul'. The mod is a little coomer-ish but some of the outfits look good.
Govno-EDITION 10 Feb @ 2:19am 
what is the name of the fashion for the medic's clothes in the second picture?
Augustus  [author] 5 Dec, 2024 @ 2:42pm 
@Draconis🐊 I can understand the frustration. I play withe DE and, if I recall correctly, it adds such a vast amount of station sub-types that it can be hard to correlate what station is actually what type. As for figuring out profit, the description of each item has the base value that its purchasable for so as long as you sell the item for a price marginally higher than the base price in the description, you will make money. Items found in the wild can be considered pure profit as you didn't financially spend anything acquiring them. Luizbiel's comments include the code for the actual price multipliers if you are interested.
Draconis🐊 5 Dec, 2024 @ 3:19am 
Yeah we ran this for awhile with and without DE on several campaigns it became a hassle to match reputation to correct station to sell at. So you would see stuff for X price and go yeah that seems high and later it would be being bought for Y and it would either be less or similar to the price you would have paid so that you never got a good feel for what is good to trade where and usually you would make like 100 marks on something you bought two sessions ago and it was hard to keep track of everything.
Augustus  [author] 14 Nov, 2024 @ 9:57am 
@#FixTF2 Heavy you can just look in the mod files. I omitted any indepth statistics form the mod description because I feel like players might get more joy out of discovering where to buy and sell what. I understand some players might not like that so I appreciate luizbiels comments greatly.