You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Great work implementing the mod, really appreciate the fine tuning to deconflict the HUD info with basegame and other mods.
Perhaps similar to / combined with the existing future idea for harvestable crop, apply an increase to field price for work done and discount for poor conditions. So:
seeded and for each stage of growth +1% (so is that 5 stages of growth?)
plowed, cultivated, fertilised, 2nd fertilized +1% each
weeds -1/-2/-3% by state
stones -1/-2/-3% by state
needs lime -1%
needs rolling -1%
withered -1%
The above could generate up to -8% and +10%, so overall between 0.92 and 1.10. Which seems consistent with your greediness and economic factors.
Not sure if an additional baseline factor is necessary depending on crop type, but I feel this is already accounted for in the basegame crop price fluctuations and yield.
With PF, perhaps you could simply apply the yield predictor. But that is up to 125%, so maybe half the yield modifier would work as a simpler factor. This might work well to set a fairer market price in MP, although would require selling back to the NPC before another player could buy it. At the least it would provide the open market valuation to a player before setting their own price for selling to another player.
The text was updated successfully, but these errors were encountered:
Great work implementing the mod, really appreciate the fine tuning to deconflict the HUD info with basegame and other mods.
Perhaps similar to / combined with the existing future idea for harvestable crop, apply an increase to field price for work done and discount for poor conditions. So:
The above could generate up to -8% and +10%, so overall between 0.92 and 1.10. Which seems consistent with your greediness and economic factors.
Not sure if an additional baseline factor is necessary depending on crop type, but I feel this is already accounted for in the basegame crop price fluctuations and yield.
With PF, perhaps you could simply apply the yield predictor. But that is up to 125%, so maybe half the yield modifier would work as a simpler factor. This might work well to set a fairer market price in MP, although would require selling back to the NPC before another player could buy it. At the least it would provide the open market valuation to a player before setting their own price for selling to another player.
The text was updated successfully, but these errors were encountered: