Description

Mechanics, medics, barmen now sell their respective recipes.

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[DLTX] Traders sell recipes
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oozish
oozish - - 330 comments

Makes sense. Maybe I won’t have to “unlock all notes” early game setup in debug menu like I usually do since there is a way to obtain recipes for sure now. Good idea gameplay wise

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Tegarccio
Tegarccio - - 130 comments

about a year ago i made to myself, to butcher to sell the cooking recipie, some mechanics to sell mech rcp; duty doc on bar to sell med rcp and yantar scient for electronics. i thought of nimble to survival, and military for ammo, but never implemented.
now, after a few runs, i found out that i get very quickly to invencibility; and the joy of looting to get rcps and other stuff was gone after the "veles"
so after all this, i get rid of everything but the cooking rcp for butcher. This improve the game for me, and getting loot was again a good experience.
just want to tell my xp with rcps in case you could find it usefull
cheers m8

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Fleez
Fleez - - 109 comments

must have addon 15/10

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redy51337
redy51337 - - 32 comments

Would be cool to have them cost about 5k each instead of 300 and have supply level based availability, and maybe not 100% chance of each.

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redy51337
redy51337 - - 32 comments

Nvm, did it myself. If you wanna heres the code
![supplies_1]
recipe_basic_1 = 1, 0.5
recipe_basic_2 = 1, 0.5
recipe_advanced_1 = 1, 0.5
recipe_advanced_2 = 1, 0.5

![supplies_2]
recipe_basic_3 = 1, 0.5
recipe_basic_4 = 1, 0.5
recipe_advanced_3 = 1, 0.5
recipe_advanced_4 = 1, 0.5
recipe_expert_1 = 1, 0.5
recipe_expert_2 = 1, 0.5
recipe_ammo_1 = 1, 0.5
recipe_ammo_2 = 1, 0.5

![supplies_3]
recipe_expert_3 = 1, 0.5
recipe_expert_4 = 1, 0.5
recipe_ammo_3 = 1, 0.5
recipe_ammo_4 = 1, 0.5

and

![recipe_cooking_1]
cost = 6000
![recipe_basic_1]
cost = 5000
![recipe_basic_2]
cost = 5000
![recipe_basic_3]
cost = 5000
![recipe_basic_4]
cost = 5000
![recipe_advanced_1]
cost = 6000
![recipe_advanced_2]
cost = 6000
![recipe_advanced_3]
cost = 6000
![recipe_advanced_4]
cost = 6000
![recipe_expert_1]
cost = 7000
![recipe_expert_2]
cost = 7000
![recipe_expert_3]
cost = 7000
![recipe_expert_4]
cost = 7000
![recipe_ammo_1]
cost = 5500
![recipe_ammo_2]
cost = 5500
![recipe_ammo_3]
cost = 5500
![recipe_ammo_4]
cost = 5500
![recipe_drug_1]
cost = 6000
![recipe_drug_2]
cost = 6000
![recipe_drug_3]
cost = 6000
![recipe_drug_4]
cost = 6000

This way its kind of fair and more interesting. Tweak the prices and chances how you like and include it maybe as optional version, it adds "immersion"

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M4ttlock2077
M4ttlock2077 - - 96 comments

Thank you for sharing this =^__^=

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Rayan293
Rayan293 - - 61 comments

It's sad that I didn't understand you, unfortunately it doesn't work for me...

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Rayan293
Rayan293 - - 61 comments

It seems that we will have to make a separate mod with changed prices for crafting recipes, unfortunately...

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redy51337
redy51337 - - 32 comments

Check out how DLTX works. Second section goes into gamedata/configs/mod_system_whatever.ltx. First section goes into mechanic config from this mod. Drug recipes you can also shuffle like with mechanics. I dont want to make separate mod thats basically idea stealing, maybe author adds this feature to his mod.

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megamurmulis Author
megamurmulis - - 11 comments

Uploaded 3 versions - higher price, 50% chance; optionally rep/toolkit based..

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devinjayawicak1546
devinjayawicak1546 - - 7 comments

support trader overhaul?

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megamurmulis Author
megamurmulis - - 11 comments

This uses DLTX so safe to use if placed afterwards, even if does not follow all the customizations of TO..

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