About this mod
Makes it much harder to make money by drastically increasing buy-prices (but not sell-prices), reducing what you get from cargo drops, increasing some component build-costs, reducing the value of salvage/ancient bones/storm crystals, and many other changes. Works best with a new game.
- Permissions and credits
Here is a more comprehensive list of the changes and the rationale:
- Your starting ship and multi-tool are permanently broken. Your ship slots may look repairable. They're not; fixing it just makes it so you can move the broken bit to occupy a technology slot. This makes it so units are even more desirable at the start of the game.
- You can't just fly away other derelict ships. I've done this by making them need a circuit board to repair (and giving you one at the start so you can fix your starting ship). I recommend turning breakable-technology off in your difficulty settings lest you accidentally strand yourself somewhere due to this change.
- There is now a large price differential between buying and selling. If you want to make money by trading, this probably isn't the mod for you.
- Nav data is cheaper - this was a very easy source of (very) early game income & has therefore been removed.
- Salvaged data is cheaper
- Ancient bones / salvage / storm crystals are now cheaper
- The build cost of antimatter has been drastically increased. I wanted to feel like having access to a new system was much more of an event, and now it is. You (mostly) won't be handed antimatter or hyperdrive fuel by anyone either.
- Scanner upgrades are now build-able rather than purchase-able (I couldn't see how to actually remove from the shop so instead have just absurdly inflated the price). You can find the new recipes on the anomaly. I am not 100% happy with how this works now, but it's functional and I can't see a better way (yet).
- As purchase-able upgrades were generally better than the recipes you can unlock, I felt their nanite cost should be higher. I have slightly increased the nanite rewards you get from some sources to compensate.
- The rewards you get from cargo drops, jettison pods, etc. have been lowered. You also can't get microchips from them, meaning you do actually have to earn units as the tutorial quest tells you to do!
- The rewards locked behind having Atlas Pass 1 are unchanged, but the pass is now harder to build.
The mod is called Harsh Economy for a reason. It is meant to be harsh. It probably isn't for most people.
Replaces these files if you're worried about conflicts with other mods:
\METADATA\GAMESTATE\DEFAULTSAVEDATA.MBIN
\METADATA\REALITY\TABLES\NMS_REALITY_GCPRODUCTTABLE.MBIN
\METADATA\REALITY\TABLES\NMS_REALITY_GCRECIPETABLE.MBIN
\METADATA\REALITY\TABLES\NMS_REALITY_GCSUBSTANCETABLE.MBIN
\METADATA\REALITY\TABLES\NMS_REALITY_GCTECHNOLOGYTABLE.MBIN
\METADATA\REALITY\TABLES\PROCEDURALPRODUCTTABLE.MBIN
\METADATA\REALITY\TABLES\REWARDTABLE.MBIN
\METADATA\REALITY\TABLES\UNLOCKABLEITEMTREES.MBIN
\METADATA\SIMULATION\MISSIONS\TUTORIALMISSIONTABLE.MBIN
\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\CRATE\UNDERGROUNDCRATE\ENTITIES\UNDERGROUNDCRATE.ENTITY.MBIN
Note the Worlds 2 update changed where you install mods. They no longer go in the PCBANKS folder. It's like this instead:
...\No Man's Sky\GAMEDATA\MODS\Harsh_Economy_Worlds2\...