Nerf cheese prices (#38230, #38246, #38247)

Frankly this just feels like a whack-a-mole solution. Other solutions have been proposed in the past, such as making it so selling many of the same item type would reduce the sell price.

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Honestly I dont mind some production. Manufacting materials into bedsheets for example if we’re talking irl making a bedsheet to sell should make some profit for the company. But I feel it shouldn’t be too much greater than the cost to produce, the department doing this should be able to self sustain, with cargo taking a default cut of 25% I think +35% material value as sell value would be a good margin (getting the department a tidy 10 spacoes per 100 spent to the department and 25 to cargo) This is espicaly true for a department such as botany. where cash crops are few and far between outside of bounties.

Im also not a fan of boosting material cost rather than reduce sell value. Sometimes you have a bounty for 5 bedsheets and spending 60 cloth on that would mean that HoP would need to order more cloth to make uniforms and carpets even if not cheese producing.

Seconded, there should probably be some form of diminishing returns enforced / market saturation so we don’t have to play catch-up with whatever cheese goes through the grater. It’s just mechanically limited.

My proposal would be to simply remove the “assembly” value addition altogether, i.e. no item that can be made in a lathe can be sold for more than its parts.

$50 worth of material to make? You get $50 if you sell it.

Where this becomes interesting is when Cargo sets up hyperlathes on the ATS and starts churning out a 25% profit out of whatever they are making. I think that this can be an interesting interplay between Cargo and Science, but it’s faaaaar too abuseable at the moment. So to solve that, just… Cap the number of printable objects in lathes to 30. Cargo wants to set up a printing factory? Sure. But you’re gonna need to have a guy walking around in superheated air, constantly adding new items to the printing queue.

Hyperlathes have an active PR open to prevent their usage in too cold (spaced) environments and too hot environments as well. I just need to review it…

How viable is discounting any items produced by a hyperlathe by 50%? Too cheesy?

It feels a bit cheesy and may introduce some problems like how to deal with stackable items. Really all we gotta do is make ATS factories more of a hassle than other available options, not necessarily make it completely unviable.

I still believe that lathes should give minor profits. as the department still has to take the time to get the materials wait for it to craft and ship it to cargo and wait for them to get to the ATS and all that is time cost operunity.

Though I want to say hyper lathe made items should be worth less its weird in cannon. NT shouldn’t care if you made this wrench in a hyper lathe or a normal lathe, a wrench is a wrench and goes to market for the same price.

Of course the bigger issue is, what if Cargo decides to make and sell on ATS… thats very cheesy maybe we need to have a rule to cover crafting to sell on the ATS itself.

this sounds neat. I would say having a overheat off does stop some pacifists using the lathes as a weapon during revs. (make a remote to bolt doors, set all 3 lathes to make 10 items like power cells, hop outside click bolt and watch RD/Command boil) however having it not work while spaced is a good cheese prevention, maybe have it start to slow down by 1% for every degreee under 273K(0c) Jaming at 173k.

As an author of this pr I’m completely agree that reducing price of many sold items is most proper way, and I can probably do it. Those three prs are just quick fix for items that can be used in very profitable ATS-factories.