// Management · RimWorld Mod

Food Wealth Rebalance

Food Wealth Rebalance mod preview for RimWorld

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 mod

Main 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
Version B19/1.0 Removed the option to sell meals, this means in vanilla a cooked meal you cannot sell will be worth more than the ingredients used, contributing to colony wealth, sometimes drastically 100 Lavish meals are equivalent to having 4 charge rifles, this mod changes that to 1.3 charge rifles (1.333)

Misc

Each plant has different harvest yields and growing times, however they all have equal market value in vanilla, so planting one crop may be more or less beneficial than another in terms of colony wealth, this mod removes that It's possible to have a single cell of rice produce 5 Silver a day in vanilla, granted max stats in harvesting. An optimal hydroponics area (96 cells) all growing rice gives 480 Silver a day, crazy Version 1.3.3066 removed the initial 5% plant growth from newly planted crops, the wiki seems to not have been updated since then, but this mod was balanced around 0% initial growth (Update changed 5% to 0.01%, in game shows 0.02%) Plants grow 13/24 hours of the day (0.5416667)

Compatibility:

Should be all good, only changes market values of foods and items, only xml Compatible and balanced with or without Tilled Soil mod Updates: Gonna update soon, chocolate isn't balanced, and VGP will be compatible soon Jan 2 2024 Removed junk file Nov 29 2023 If you want some mod's crops to be made compatible/balanced then just comment to make me aware of which mod, I'll see if I can Uploaded for anyone interested, sorry for long description Feel free to modify or re-upload this mod Other balancing mod: Bionic Wealth