// Management · RimWorld Mod
Food Wealth Rebalance
Probably not going to update this mod Anyone can update or separate parts of this mod into their own Sorry, too many market values to keep track of, and there will always be more Ideally the initial market values, from the source mod, are adjusted A food wealth rebalance mod, to
Probably not going to update this mod
Anyone can update or separate parts of this mod into their own Sorry, too many market values to keep track of, and there will always be more Ideally the initial market values, from the source mod, are adjusted A food wealth rebalance mod, to mitigate the need of colony wealth management. Also reduces wool's flammability to reflect realism (170% -> 110%, cotton is 120%, leather is 100%)Balanced around: 10 optimal hydroponic areas will reach max colony wealth in 10 years.
If the Tilled Soil mod is enabled this mod will change values Price changes done by mod, = Tilled Soil modMain Crops:
Rice = 0.38$ Corn = 0.78$ Potato = 0.66$ Berries = 0.44$ Raw Fungus = 0.92$Other:
Devilstrand = Cotton = 0.61$ Haygrass = Healroot = 5.34$ Chocolate = 1.42$ Insect Jelly = 4.67$ Milk = 0.5$Meals:
Simple = 5$ Fine = 6.67$ Lavish = 13.33$ Packaged = 8$ Pemmican = 0.47$ Nutrient Paste = 3.33$Why?
- Overproduction of food seems like a newbie trap, and somewhat annoying to micromanage
- Higher raid points for having materials not yet put to use is odd
- Traders aren't interested in meals, mech raiders are (Through raid points, from wealth)
- Watching colony wealth slowly grow more because you're growing rice and not corn or potatoes