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File Listing: Economic Mod
Last Updated: Nov 08, 2009, 01:52:01 am
First Created: Nov 01, 2009, 02:12:20 am
File version: 1.1
For DF version: 0.28.181.40d
Downloads: 87 (96) Size: 35.2 KB
Views: 898 (943) Type: RAR
Home:  The mod in fourms
Rating (0 votes): Unrated
Description
This mod primarily reduces the value of a fortress dramatically. It does have the unintended effect of enabling a player to bring as much of most foods or booze as they want on embark, along with as much stone as they might care to request. Overall value on embark is down by ~1/4th (I think). The largest effects will be felt in stone, and farming industries, with a fair amount also coming from the animal products. Gems, nonlayer stones and ores will probably end up being most people's primary source of value with this mod -- although glass is still perfectly viable as an option.
Several RAW files are modified.

Includes the fix for the "cat cancel: too injured" spam bug.

To use, download the .zip, then extract the files to your raw\objects folder

The change list is as follows:
ver1.1 fixxed error in the code which made layer stones have value.
1 and 2 modvalue animals are now [modvalue:0]
modvalue:3 has become modvalue:1
modvalue:4 and modvalue:5 have both become modvalue:2
modvalue:10 has become modvalue:3
Everything at or above modvalue:10 has either been left unchanged or remains the same for animal products.
PETVALUE REMAINS THE SAME

Semimegabeasts now have a value mod of 15
Clowns (spoilerific funs guys) have value mods of 20+, with the ones most people fear the most having a mod of 100, for their absolute absurd power.
Animals which one can milk have had their extract value reduced by about 1/3rd or 1/3rd exactly. The same applies to their cheese.

Both turtles and cave lobsters had their modvalues INCREASED. Turtles now have a modvalue of 2, making them cost 4 at embark. Cavelobsters are currently the most valuable 'common' food, at modvalue 6, placing them at 12 on the embark screen.
With the exception of kobold bulbs and valley herbs, all other plants have a direct value of 0. Drink values are also zero on EVERYTHING except whipwine and sunshine which have values of 1 and 2 respectively. Valley Herb and kobold bulbs retain a value 100 extract each.
Non-dye mill products were reduced to 1/5th value, bringing them from 20 or 25 to 4 or 5.
Dye mill values were reduced by half -- so from 20 to 10 or 10 to 5.

Layer stones have had all of their values reduced by 1. This means that fluxes are worth 1, and obsidian is worth 2. Every other layer stone is now worth zero. NON-layer stones remain at regular value, meaning in non-flux areas the value of colored and pockets of stone is worth more than the rest of the layer.
Microline will be something you might not feel so bad about encountering now. Maybe.

Metal ores remain largely unchanged as of this version, with the exception of iron ore, which feels a reduction from modvalue:8 to modvalue:6.
The only other change is bringing the value of Bismuthinite up to match with the copper, tin and other ores.
This is done to keep it's value in line with it's metal's value.

Iron and pig iron are both reduced by 2 in their base value, from 10 to 8. This carries up, though to steel which is reduced from 30 to 24 to match.
Wood does not have any change to it as of current
the value of glass has not been changed. I don't think the raws for glass are even included anywhere. Maybe if I go into the soil layers and set them to valuemod0? If they even can?
Any points that normally would exist from having an item in the "Prepare for your Journey carefully option", are as far as I'm aware, simply GONE if the value is reduced. The same number of points are in reserve when you start, but because fewer are already allocated, the total number of points available is reduced.
Normally, the points tied up in embark gear at start is:
40 (picks)
600 (axes]
1000 (anvil)
40 (20 booze)
40 (20 booze 2)
40 (20 booze 3)
5 (plump helmet seeds)
5 (pig tail seeds)
30 (cost 2 meat)
60 (plumpshelmets)

This is reduced to:
40 (picks)
480 (axes)
800 (anvil)
5 (plump helmet seeds)
5 (pig tail seeds)
Everything else has a value of zero.

Including your 200 unallocated points, you should have some 1530 points to spend.
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