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Starsector => Mods => Topic started by: Tuv0x on December 16, 2020, 01:08:55 AM

Title: [0.96a-RC10] Dynamic Tariffs 2.0
Post by: Tuv0x on December 16, 2020, 01:08:55 AM
Dynamic Tariffs
Created by: Tuv0x
Download (https://github.com/jsbursik/DynamicTariffs/releases/latest)
Source (https://github.com/jsbursik/DynamicTariffs)

During a vanilla play-through, I decided that a 30% tariff while dealing with a faction I have good reputation with, just didn't make sense.
I figured I might as well break into the modding scene with a mod that handles this problem, not to mention it let me practice my seriously rusty Java.

DISCLAIMER:
I'm assuming there are no issues with 0.96a-RC10, this mod relies on very basic principles. If anything should come up reach out to me on Discord: tuv0x
I'll update the mod_info.json again once the release candidates slow down after a while.

What It Does:
Whenever you open a market, it modifies the tariff based on your reputation with the owning faction.
When you close a market, the modifications are removed, hence why this is a utility mod.

Compatibility:
This mod shouldn't have any issues with other mods because of the whitelist feature (which you can turn off too).
The whitelist in the settings.json are the only markets effected by this mod (currently only vanilla markets).
This was done because there are a handful of mods out there that handle markets in their own way when it comes to tariffs.
You could potentially have issues with this mod if you (or a mod) edited the default tariff in /data/campaign/econ/economy.json

Default Tariffs:
Suspicious: 30% Neutral: 25% Favorable: 20% Welcoming: 15% Friendly: 10% Cooperative: 5%
There's an extra number in the settings.json "dt_percents" array at the end (0 is default), that is just for calculations for the granular option. If you were at 100 rep and had granular on, you would end up at 0% tariff.
Commission discount: 5%
All of these values are sort of random, I haven't tested them that much.
If you don't like these edit the settings.json


Thanks
Huge thanks to the folks in discord including:
LazyWizard, stormbringer951, extremely loweffort art god, Rubin, and Jaghaimo (for the capital P in modPlugin).

Be warned:
Take account of your faction reps when doing trader runs, it can make things more tricky

Settings.json
Spoiler
dt_percents defines what tariffs should be at each level of reputation from Suspicious to Cooperative.
dt_granular if set to true (default) will offer all values in-between the set percents based on your actual reputation level. Note: if set true, if you reach 100 reputation with a faction your tariffs will be 0%.
dt_commission if enabled (default) will give you a discount when commissioned with the market's owning faction.
dt_commDiscount is how much it should discount (default is 5%)
dt_whitelist contains all of the vanilla market id's, these will be the only markets that are effected, if you wish to add some markets, just add their market id's to the list.
[close]
Changelog:
Spoiler
2.0 - Rewrote almost everything, now supports turning off the whitelist feature with "dt_usewhitelist" in the settings.json
1.4 - Updated the mod_info.json for the 0.95.1a release.
1.3 - Added Granular Tariffs (percentage tariffs in between each milestone)
1.2h - Hotfix for crashing when a market doesn't exist, added commission feature that can lower tariffs further in markets you are commissioned with.
1.1 - Reworked the code a bit. Instead of modifying on every market open/close, it now modifies all whitelisted markets when you load your save. Before you save, it removes all modifications, and after you save (if you're just quick saving) it reimplements all of the modified changes. It will also do this on the fly if your rep changes with a faction (I see you selling all those drugs on the black market).
1.0 - Release!
[close]


Title: Re: [0.9.1a] Dynamic Tariffs 1.0
Post by: Tartiflette on December 16, 2020, 02:58:23 AM
While I think 0% for cooperative is going too far (why is there a black market then?) but I will definitely use it with more conservative values, 10% at best probably. Good work regardless, and thanks for making it mod friendly!
Title: Re: [0.9.1a] Dynamic Tariffs 1.0
Post by: IonDragonX on December 16, 2020, 05:28:29 AM
Thanks, Tuv0x!
Since you also added your modding guide, you might want to edit your profile signature to hyperlink to both of your contributions.
Title: Re: [0.9.1a] Dynamic Tariffs 1.0
Post by: Chairman Suryasari on December 16, 2020, 07:31:29 AM
It's good concept, it's give reason of why other trader keep loyal to one faction in the game world, and 0 tariff for cooperative is reasonable imo, i mean i'm conquering about 5-6 pirate colony already, atleast make my 7th conquest easier. It's always bother me why the Hegemony always complaining why i keep buying marines on the black market to takedown Kazeron when they put stupid tariff of 30%.
Title: Re: [0.9.1a] Dynamic Tariffs 1.0
Post by: Vex2 on December 16, 2020, 10:01:25 AM
Good idea for a mod and I'm honestly surprised its not been done before now I think about it.
I do agree with Tartiflette, but chances are most players will have their own idea on what makes a good value.

Will definitely be downloading this for next time the SS itch kicks in, will give a better incentive to finally try a trader run.
Title: Re: [0.9.1a] Dynamic Tariffs 1.0
Post by: Tuv0x on December 16, 2020, 12:55:29 PM
While I think 0% for cooperative is going too far (why is there a black market then?) but I will definitely use it with more conservative values, 10% at best probably. Good work regardless, and thanks for making it mod friendly!

The Devil's Advocate in me wants to to say that if you wanted to keep "clean" while in a playthrough, you could earn a 0%. But like I said, the values I chose were kind of random, and imbalance is kind of inevitable based on the player's perspective.
I had lots of help from the Discord to make sure there was a solution to make this mod friendly, glad I could do so!

Thanks, Tuv0x!
Since you also added your modding guide, you might want to edit your profile signature to hyperlink to both of your contributions.

No problem!
I will go ahead and add them!

Good idea for a mod and I'm honestly surprised its not been done before now I think about it.
I do agree with Tartiflette, but chances are most players will have their own idea on what makes a good value.

Will definitely be downloading this for next time the SS itch kicks in, will give a better incentive to finally try a trader run.

I was surprised it didn't exist as well.

I might have found a small hitch for trader runs, which I will be looking further into. Basically, when going to a market and trying to find surplus/shortage, I don't know how the math is done for the prices bought/sold, so the Dynamic Tariffs might screw you over if your Tariff with the shortage market is higher than the market you are buying from.
I will see what I can do with the tooltips and see if it is something I can patch up.
Title: Re: [0.9.1a] Dynamic Tariffs 1.0
Post by: Coward on December 16, 2020, 01:50:59 PM
Oh cool, this way I don't end up doing all my business in the Magec system to escape tariffs.

Have you thought about adding an option where commissioning with a faction reduces their tariffs on top of the opinion modifier? That seems like a more reasonable way to achieve a 0% tariff than just reaching cooperative rank.
Title: Re: [0.9.1a] Dynamic Tariffs 1.0
Post by: Tuv0x on December 16, 2020, 04:05:01 PM
Oh cool, this way I don't end up doing all my business in the Magec system to escape tariffs.

Have you thought about adding an option where commissioning with a faction reduces their tariffs on top of the opinion modifier? That seems like a more reasonable way to achieve a 0% tariff than just reaching cooperative rank.

Sounds like a good option, I like this. I'm in the middle of rewriting it to fix the current trade issue (deficits/surplus trading), I can definitely implement something like this, and make it a toggled option in the json (true:false) with how much MORE the tariff should be modified.
Title: Re: [0.9.1a] Dynamic Tariffs 1.2h
Post by: PreConceptor on December 23, 2020, 03:53:18 PM
Nice idea. If I'm understanding it correctly, it won't work with mod-added markets unless you add the to the whitelist, correct?
Title: Re: [0.9.1a] Dynamic Tariffs 1.2h
Post by: Tuv0x on December 24, 2020, 08:41:41 PM
Nice idea. If I'm understanding it correctly, it won't work with mod-added markets unless you add the to the whitelist, correct?

Correct, there are a lot of mods that have custom markets that manage their own tariffs, this was the only safe way to implement this idea and have it compatible with anything out there. Vanilla markets are the only whitelisted markets in the stock settings.json
Title: Re: [0.9.1a] Dynamic Tariffs 1.3
Post by: Arathorn on March 28, 2021, 05:08:00 PM
Testing it on 0.95a RC10, all is working so far. Got 0% tariff from a cooperative + commissioned faction, and a 10% tariff from a welcoming faction.
Title: Re: [0.9.1a] Dynamic Tariffs 1.3
Post by: theloathable on March 30, 2021, 04:13:49 PM
Testing it on 0.95a RC10, all is working so far. Got 0% tariff from a cooperative + commissioned faction, and a 10% tariff from a welcoming faction.

Thanks :).
Title: Re: [0.9.1a] Dynamic Tariffs 1.3
Post by: lazloner on April 02, 2021, 06:59:27 PM
What's the best way to get a list of mod-added markets? I'm pretty new to modding ss so I don't know if mods include a list of markets they add or not.
Title: Re: [0.9.1a] Dynamic Tariffs 1.3
Post by: Hamyr on April 05, 2021, 11:17:36 PM
Testing it on 0.95a RC10, all is working so far. Got 0% tariff from a cooperative + commissioned faction, and a 10% tariff from a welcoming faction.
Downloaded this mod and it is NOT compatible with 0.95a-RC12; I can't activate it in the Loader Mods screen.
Title: Re: [0.9.1a] Dynamic Tariffs 1.3
Post by: dk1332 on April 05, 2021, 11:41:58 PM
Downloaded this mod and it is NOT compatible with 0.95a-RC12; I can't activate it in the Loader Mods screen.

It's because you didn't edit the mod_info.
Title: Re: [0.9.1a] Dynamic Tariffs 1.3
Post by: q-rau on April 08, 2021, 03:11:25 PM
Do you have any interest in having tariffs react to things other than player rep? I think it would be interesting if markets that were in a shortage lowered tariffs on incoming (ie player-sold) goods to attempt to alleviate it.
Title: Re: [0.9.1a] Dynamic Tariffs 1.3
Post by: 5ColouredWalker on April 11, 2021, 12:45:23 AM
Do you have any interest in having tariffs react to things other than player rep? I think it would be interesting if markets that were in a shortage lowered tariffs on incoming (ie player-sold) goods to attempt to alleviate it.

Given that relieving a planet suffering shortages a couple of times easily makes you a millionaire, there's plenty of incentive without adjusting tariffs.
Course, what's really fun is when you load up on supplies, get to the destination, and the AI beat you too it.
Title: Re: [0.9.1a] Dynamic Tariffs 1.3
Post by: AliTanwir on April 27, 2021, 12:25:14 AM
Hi, is there any way to config the mod to apply to all markets? I know that some modded markets have their own tariffs but Im a bit lazy to write every modded market.
Title: Re: [0.9.1a] Dynamic Tariffs 1.3
Post by: thorkellthetall on April 27, 2021, 02:39:21 PM
Hi, is there any way to config the mod to apply to all markets? I know that some modded markets have their own tariffs but Im a bit lazy to write every modded market.

The easiest way to do this manually (that I've found) is to use console commands, use the "list" command for "list markets", open the log in the starsector core folder, and copy every market listed there. (Tab out and do this immediately after entering the command, as the output will just be at the bottom on the plaintext log file, but any other actions in game will push it up)
I threw it all into notepad++ then did a few regular expressions to clean it up.

Keep in mind that wrap around will mess up regular expressions for this purpose depending on the expression and the document.
Keep in mind match case too.
Regular expressions will execute from your current document position onward until it reaches the end, unless wrap around is enabled in which it will do whatever it feels like. Execute these from the beginning of the document.

In my case as of starsector .95a-RC15 with console commands version 2021.4.10 for .95a-RC12, and Dynamic Tariffs version 1.3 for .095a-RC12 my starsector log outputs lines that look like this (For anyone from the future that might want to do this, in case the way console commands outputs to the log changes):

Quote
   sphinx in Samarra Star System    (Hegemony, Cooperative)
   staloplanet in Rama Star System  (Hegemony, Cooperative)
   station_kapteyn in Isirah Star System    (pirates, Vengeful)

There is white space in the front, and potentially at the back. The values we need are the first part which is the market id, the rest is just information.

1. ctrl + H to open Replace
Tick Regular Expression on the bottom left.
Find What: \in.*$
Replace with:
(Above field is deliberately blank)
Replace All

2. Edit -> Blank Operations -> Trim Leading and Tailing Space

3. ctrl + H to open Replace
Tick Regular Expression on the bottom left
Find What: ^
(Above is the regex anchor meaning the beginning of a line)
Replace with: "
Replace All

4. ctrl + H to open Replace
Find What: $
(Above is the regex anchor meaning the end of a line)
Replace with: ",
Replace All

5. Ctrl + A (Select All)

6. Ctrl + J (Edit -> Line Operations -> Join Lines)
(By default this will properly place a space inbetween each collapsed line on the single line. I do not know if notepad++ can be configured otherwise but keep this in mind if it doesn't)

7. Delete the extra comma at the very end of your finished single line.

There, now you have everything. Take that one line and neatly Overwrite the whitelist in this mod's settings, as the existing whitelist is vanilla markets which this output will also have. I don't know what double listings will do and I'm not about to find out. Keep in mind the final market id will have a comma at the end which you need to delete if you haven't already.

Someone could probably make a .bat that does all this, but I do not know how to do that. Depending on the number of faction mods you are running and on your computer literacy level, it might be faster to just manually apply the market ids after fetching them with "list markets" instead of doing this set of instructions.

Keep in mind as the mod author stated, you do this at your own risk depending on what a mod does to its added markets, as it might create mustard gas or something.

Thanks for coming to my TedX Talk.
Title: Re: [0.9.1a] Dynamic Tariffs 1.3
Post by: Kalos on May 01, 2021, 08:57:54 AM
How does this interact with nexerelin Tariffs? (the 9 and 18%?)
Will this overide Nexerelin, or will nexerelin override this?
Title: Re: [0.9.1a] Dynamic Tariffs 1.3
Post by: Tuv0x on May 11, 2021, 07:26:06 PM
How does this interact with nexerelin Tariffs? (the 9 and 18%?)
Will this overide Nexerelin, or will nexerelin override this?

It shouldn't overwrite anything that Nexerelin does, at least from what other mod authors have told me when I was programming this. The mod uses a whitelist in the settings.json file, only the vanilla markets are effected.

The way the mod is set up it should work just fine with all mods, UNLESS they had changed something with the vanilla markets. Also, this mod is a utility mod, it can be removed and added whenever you want.
Title: Re: [0.95a] Dynamic Tariffs 1.3
Post by: Sundivingdownloader on May 11, 2021, 11:25:52 PM
May want to include a primary "dynamic tariffs" folder to the zip file, before you get weird bug reports about it not showing up on the list.  Pretty much standard.  I missed it, thanks to normally just unpacking mods in bulk when a new update comes.
Title: Re: [0.95a] Dynamic Tariffs 1.3
Post by: Simulated Knave on May 17, 2021, 08:51:40 PM
You spelled "epiphany" wrong in the tags in the whitelist. :)

Says a lot about how sympathetic the Path are that this is a wonderful mod that everyone should use and I think I'm the first person to notice.
Title: Re: [0.95a] Dynamic Tariffs 1.3
Post by: BHunterSEAL on May 22, 2021, 10:32:28 PM
May want to include a primary "dynamic tariffs" folder to the zip file, before you get weird bug reports about it not showing up on the list.  Pretty much standard.  I missed it, thanks to normally just unpacking mods in bulk when a new update comes.

Came here to post this, anyone unpacking multiple archives to their Mods folder is going to wind up with your mod dumped in as lose files.
Title: Re: [0.95a] Dynamic Tariffs 1.3
Post by: Oni on June 24, 2021, 05:09:16 PM
I wonder.... how feasible would making each level a multiple/fraction of the normal rate be?

Such as:

Suspicious: 2x
Neutral: 1.5x
Favorable: 1x
Welcoming: 0.5x
Friendly: 0.25x
Cooperative: 0.01x

That way you could make it affect all markets, even modded ones since it would use whatever rate is "normal" for its base.
Heck it'd probably work with Nexerelin which lowers the default tariff rate.
Title: Re: [0.95a] Dynamic Tariffs 1.3
Post by: Starslinger909 on October 14, 2021, 01:57:17 PM
How do you install this?
Title: Re: [0.95a] Dynamic Tariffs 1.3
Post by: WalkerBoh on December 10, 2021, 08:43:49 PM
How do you install this?

Unzip the zip file in to your Starsector /mods folder.  I noticed it has no folder of its own, so I created a new 'Dynamic Tariffs' folder first in my /mods folder, and unzipped it in to that folder.  Start the game, click Mods.. on the launch panel and find the mod in the list.  Double-click it to turn it ON, then click save.  When you start the game, that mod should now be active for a new game or a saved game.
Title: Re: [0.9.1a] Dynamic Tariffs 1.3
Post by: Chief_Curtains on January 07, 2022, 08:04:00 PM
Hi, is there any way to config the mod to apply to all markets? I know that some modded markets have their own tariffs but Im a bit lazy to write every modded market.

The easiest way to do this manually (that I've found) is to use console commands, use the "list" command for "list markets", open the log in the starsector core folder, and copy every market listed there. (Tab out and do this immediately after entering the command, as the output will just be at the bottom on the plaintext log file, but any other actions in game will push it up)
I threw it all into notepad++ then did a few regular expressions to clean it up.

Keep in mind that wrap around will mess up regular expressions for this purpose depending on the expression and the document.
Keep in mind match case too.
Regular expressions will execute from your current document position onward until it reaches the end, unless wrap around is enabled in which it will do whatever it feels like. Execute these from the beginning of the document.

In my case as of starsector .95a-RC15 with console commands version 2021.4.10 for .95a-RC12, and Dynamic Tariffs version 1.3 for .095a-RC12 my starsector log outputs lines that look like this (For anyone from the future that might want to do this, in case the way console commands outputs to the log changes):

Quote
   sphinx in Samarra Star System    (Hegemony, Cooperative)
   staloplanet in Rama Star System  (Hegemony, Cooperative)
   station_kapteyn in Isirah Star System    (pirates, Vengeful)

There is white space in the front, and potentially at the back. The values we need are the first part which is the market id, the rest is just information.

1. ctrl + H to open Replace
Tick Regular Expression on the bottom left.
Find What: \in.*$
Replace with:
(Above field is deliberately blank)
Replace All

2. Edit -> Blank Operations -> Trim Leading and Tailing Space

3. ctrl + H to open Replace
Tick Regular Expression on the bottom left
Find What: ^
(Above is the regex anchor meaning the beginning of a line)
Replace with: "
Replace All

4. ctrl + H to open Replace
Find What: $
(Above is the regex anchor meaning the end of a line)
Replace with: ",
Replace All

5. Ctrl + A (Select All)

6. Ctrl + J (Edit -> Line Operations -> Join Lines)
(By default this will properly place a space inbetween each collapsed line on the single line. I do not know if notepad++ can be configured otherwise but keep this in mind if it doesn't)

7. Delete the extra comma at the very end of your finished single line.

There, now you have everything. Take that one line and neatly Overwrite the whitelist in this mod's settings, as the existing whitelist is vanilla markets which this output will also have. I don't know what double listings will do and I'm not about to find out. Keep in mind the final market id will have a comma at the end which you need to delete if you haven't already.

Someone could probably make a .bat that does all this, but I do not know how to do that. Depending on the number of faction mods you are running and on your computer literacy level, it might be faster to just manually apply the market ids after fetching them with "list markets" instead of doing this set of instructions.

Keep in mind as the mod author stated, you do this at your own risk depending on what a mod does to its added markets, as it might create mustard gas or something.

Thanks for coming to my TedX Talk.

I just want to chime in, this is amazing assistance. I'm not the one you were replying to but this reply is fantastic and really helped me get this done!
Title: Re: [0.95.1a] Dynamic Tariffs 1.3
Post by: CreamPanzer on February 04, 2022, 04:56:39 PM
Great Mod, I am enjoying it. And it motives me to increase the relation with other factions.

However, in my next play, I am planning to install Nexerelin. It mentions tariff change as well. Will this cause troubles?

Thanks.
Title: Re: [0.95.1a] Dynamic Tariffs 1.3
Post by: Xarlas on February 26, 2022, 02:48:24 PM
It seems this mod does not change the rate for player owned markets (colonies).
Is this intended ?
Title: Re: [0.95.1a] Dynamic Tariffs 1.3
Post by: Nesano on March 24, 2022, 09:35:45 AM
Is there a way to get this to apply to all markets added by mods without having to do tons of work? Like, using an asterisk, for example?
Title: Re: [0.95.1a] Dynamic Tariffs 1.3
Post by: Krumbotor on November 13, 2022, 12:21:46 AM
Thanks for the great mod, I love it!

I noticed, that the tariffs you pay at your own colony's independent market (after constructing commerce) are always 30%, regardless of your relation with the independents. I would love to see dynamic tariffs also at my home market.

I understand, that I probably have to add my own colony to the "dt_whitelist" in mod's settings file. Where do I find its market ID?
Title: Re: [0.95.1a] Dynamic Tariffs 1.3
Post by: Krumbotor on November 13, 2022, 12:49:51 AM
Thanks for the great mod, I love it!

I noticed, that the tariffs you pay at your own colony's independent market (after constructing commerce) are always 30%, regardless of your relation with the independents. I would love to see dynamic tariffs also at my home market.

I understand, that I probably have to add my own colony to the "dt_whitelist" in mod's settings file. Where do I find its market ID?

Found the market ID:

1. Open your campaign file in <your install path>\Starsector\saves\<your savegame name> with Notepad++
2. Strg-F your colony name, look for a section that looks like this:

<faction cl="Faction" ref="610"></faction>
<gatheringPoint cl="Market" z="632">
<id>market_system_50e6:planet_3</id>
<name>Krum Prime</name>
<commodities z="633">
<COMkt z="634" c="supplies" sto="12487.66" mS="0" iSL="true" mD="8" iDL="true" eU="0.0">

5. In my case the colony name is "Krum Prime" and the corresponding market ID is "market_system_50e6:planet_3"

I'm sure there is a more elegant way of finding the market ID, though...
Title: Re: [0.95.1a] Dynamic Tariffs 1.3
Post by: Raif Redacted on November 22, 2022, 09:20:20 PM
Oddly, this mod breaks another mod, called Ramscoop found on Nexus Mods, which has absolutely nothing to do with what you're changing. No clue why! Any thoughts?
Title: Re: [0.95.1a] Dynamic Tariffs 1.3
Post by: vonMistont on December 04, 2022, 11:14:08 AM
Brilliant idea. Just starting on starsecotor but what bothered me was perspective of staying a smuggler till the end. I never enjoyed playing "criminal" but vanilla forces you to do so. With 30% I wonder how is there any legal trade in the galaxy. Now there is also bigger incentive to earn reputation.
Title: Re: [0.95.1a] Dynamic Tariffs 1.3
Post by: raco12 on December 15, 2022, 03:39:20 PM
This is compatible with nexerelim tarifs?
Title: Re: [0.9.1a] Dynamic Tariffs 1.0
Post by: styxhelix on February 14, 2023, 08:51:15 AM
While I think 0% for cooperative is going too far (why is there a black market then?) but I will definitely use it with more conservative values, 10% at best probably. Good work regardless, and thanks for making it mod friendly!

I my opinion 0% for cooperative commission is acceptable. It makes sense that factions who have developed such a deep relationship with the player (and note that the player is actively working for them through the commission). Having a black market doesn't invalidate it, since you won't be doing this well with everyone (also black-market goods).
Title: Re: [0.95.1a] Dynamic Tariffs 1.3
Post by: Toxo on April 11, 2023, 10:34:33 AM
Can we please get a mod version without the whitelisting feature?
I play with just a bunch of QoL mods, without any content mods, so no modded markets in my game. But the whitelisting function is what prevents this mod being useful to me, since it doesn't take player owned colonies with commerce into account.
Title: Re: [0.95.1a] Dynamic Tariffs 1.3
Post by: Roibr on July 18, 2023, 02:40:42 AM
Update for 0,96a?!
Title: Re: [0.95.1a] Dynamic Tariffs 1.3
Post by: Den06 on August 05, 2023, 02:41:20 AM
Tarrifs seems to not change for ragnar complex and i can't find a fix (it stays 30% no matter what). Any idea how i can fix until new update?
Title: Re: [0.96a-RC10] Dynamic Tariffs 2.0
Post by: Texas Redhawk on September 05, 2023, 07:57:04 AM
I seem to be getting a weird issue: if I raise my reputation with a faction up to 100, they totally negate the tariff, which is nice... but if I then commission with that faction the tariff jumps back up to 18% after a few days.
Title: Re: [0.96a-RC10] Dynamic Tariffs 2.0
Post by: TheSAguy on September 18, 2023, 01:47:35 PM
Please consider making this mod compatible with the Version checker that built into Nexerelin.
Title: Re: [0.96a-RC10] Dynamic Tariffs 2.0
Post by: Locrian_Gelat on January 19, 2024, 05:28:59 AM
This is a great mod, however when using in conjunction with Nexerelin (which introduces a 0.6 multiplier already and another 0.5 multiplier for free markets) one might want to tweak some settings to get a better experience. It especially produces weird results when the commission reduction (which seems to apply after all multipliers) pushes into negative tariff values.

So personally I would first go into Nexerelins config file (exerelin_config.json) change the tariff multiplier values there, then go into the dynamic tariffs settings.json and adjust accordingly.

Keep in mind that on an active save, the Nexerelin tweaks in tariffs might not apply unless you update the config file for in-game (type "reloadnexconfig" in the console) and save and reload.
Title: Re: [0.96a-RC10] Dynamic Tariffs 2.0
Post by: xZarif on January 27, 2024, 08:12:19 AM
Does it take time in-game for updates to the config to work? I added modded markets to the whitelist but in my current save they're still 30%, but when I start a new game the modded market is only 8%. Commissioned on both tests.
Title: Re: [0.96a-RC10] Dynamic Tariffs 2.0
Post by: pappyodaniel on January 27, 2024, 08:33:32 AM
Also stopped working for me on 0.96. Every tariff is 30% no matter what.