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Everything posted by Omega Haxors
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To the Wiki editors, please add the crafting recipes for the various armor pieces. The page tells you about the various armors but not how to make them.
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Getting hung up on how much "technology" should be in the game isn't the right way to look at it. You spend more time trying to figure out what to exclude rather than deciding what really belongs. A better question to ask is: What mechanics fit in with the game's design and lore? What would be better off as mods? What's fun to play? What would add to the experience rather than distracting from it?
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1.16.4 VS Movement Mod v.1.0.9 - "Boat Update " (Prerelease)
Omega Haxors replied to Dante's topic in Mod Releases
Holy shit, someone made it a real thing. You are Mr. Awesome. -
Solution: Why the *bleep* are berry bushes movable?!?! Literally every multiplayer game goes like this: "Oh i'm starving to death where are all the berry bushes?" "Wait, I see a town, maybe they have some food" *Huge MFing wall of berry bushes* "OH WELL HELLO THERE!" Like IDK how anyone playtested this and thought "yeah, this is OK game design" Having a system designed to give new players and nomads a shot then proceed to allow one guy to 'collect every coconut on the island' completely trivializing hunger for someone that doesn't even need it at the expense of the people it was designed to help in the first place. Berries aren't overpowered, they're just poorly designed.
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Sounds like a problem with the design of the classes more than anything.
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#1: Commoner. Can do literally everything and is the most balanced class of them all. No upsides, no downsides. Just the game as it was intended to be played. #2: Hunter. It sucks you lose the ability to melee effectively but in exchange you get a bow, faster move speed and can harvest animals/drifters faster. It's not the strongest but the downsides are more or less made up by its upsides if you're willing to play a somewhat less optimal playstyle. Getting less ore is a pretty considerable downside, however. It's not that big of a problem if you can get someone else to mine for you, but if you're on your own you're constantly going to be out of metal from all those arrows you're loosing (and losing) all the time. PROPOSAL: No changes needed, though I would like to see more exclusive content for the Archer going forward. #3 Clockmaker. Who designed this class? The first thing you see is "Deals more damage to mechanicals" which gives you the impression that it's a combat class, but then you look down at the downsides and see huge nerfs to combat. Alright? So one of its upsides is completely useless. How many mechanicals do you even run into in your average playthrough?? Yeah it's slightly better at repairing translocators, but it's not like they're hard to power in the first place. The only standout feature is that this class runs 10% faster with minimal downsides. I guess that's good? Maybe it's a better idea to just pick Archer instead, that way you aren't neutering your ability to fend off drifters. Or just go Commoner. PROPOSAL: Buff the speed in exchange for getting rid of the (frankly useless) mechanical damage buff. Give it exclusive crafting items from Temporal Gears you can sell to traders. Or better yet: Give them the ability to craft and/or move translocators. That would be insanely helpful to have, even on a single player game. #4: Malefactor. This one has severe downsides. Less health, worse archery, and lower melee damage. Ouch. You'll gain some pretty considerable upsides in the process too, like how you won't be harassed by animals as much in the early game, get more drops from the ground, and can pick up cracked vessels to sell to the Commodities trader. Play this class if you want a considerably more enjoyable early game and don't mind being a little suckier in combat. You would think this would make the later game combat less rewarding, but the lower damage will be made up for by your stronger weapons, while the improved drop chances will remain through the entire playthrough. Still not a great class, but it has its moments. PROPOSAL: Buff the chance of getting cracked vessels by a lot. 5% is only half a gear per vessel, which is not great. It just needs something to make it stand out. #5: Tailor. The class *looks* useless, but look closer. While everyone else is freezing to death during winter, the hardest part of the game, you'll be nice and cozy in your 10% extra durability armor and winter clothing. Forget plate armor, you'll be happy and safe in your leather body. Alright, that's the upsides out of the way... hoo boy. Out of all of the classes, this one has the worst downsides of the bunch. The worse forging isn't too big of a deal, but the real dealbreaker is at the lower animal loot and harvesting speed. Less health and mining speed. This class has a really rough early game, and the slower mining speed also handicaps it late into the game as well. You're going to need a team to rely on, because you won't make it on your own. PROPOSAL: You should be able to make clothing to sell to traders. It's maddening that the clothes you make can't be sold when so many merchants buy the stuff. #6: Blackguard. On the other end is a class that looks really good on the surface, but is severely underperforms. There's no ignoring it: this is a hard class to play. 30% extra hunger drain. You thought holding a torch in your off hand was bad? That's only a 10% drain. Now you're constantly holding 3, just for existing. Sure you hit harder with melee, significantly so and you even get extra life to help you out. You're going to need it, because this class can't range. You're going to be spending a lot of time underground, which is good because your mining speed is actually faster. What tilts the class from "Hard but rewarding" to "bad" is the heavy handed downside. Cracked vessels are normally very profitable to open, but not on this class. You'll get less forging which means finding food will be even harder. Crops too. It does have some high highs but the constant hunger drain is going to suck your soul right out of your body. Play it if you like a challenge, as the downsides won't really hurt you too much in the endgame. Well as long as you don't mind not being able to raid structures effectively. PROPOSAL: Just get rid of heavy handed. You can axe the mining speed bonus as it's not really fitting for a melee class.
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So pretty much what this is saying is that classes are designed for multiplayer, and the current state of multiplayer is not worth playing. Not surprising that people don't want to play as the classes, because Commoner is the only one you should ever pick in a Singleplayer world. I think a lot more singleplayer individuals would go into specializations if they were something you got into via gameplay, not just a front-loaded choice. Skill trees are popular in games for a reason and it would add an element of character progression plus an organic 'punishment' for dying. Lose a life? Start over. Current build not working? Off the cliff express. Make a list of specializations and give the player the ability to mix and match what up/downsides they want and create their own story. Like I love being a wandering trader so things that buff move speed and health are super useful for the dangerous treks across the wilderness. Really it's a toss-up between Clockmaker's speed and Malefactor's looting, and if I could mix the classes, I would.
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This game seems to discourage traveling, even in Exploration mode
Omega Haxors replied to BearWrestler's topic in Discussion
The real problem isn't that dying in a nomadic game loop is too punishing, but that dying in the normal game is too forgiving. It's not quite at the level where you can just pop yourself to get home quicker, but aside losing your stuff, it's pretty nonconsequencal. -
It's just a Json patch to the armor values, I'm not sure why it would be causing issues with other mods or why it's incompatible with later versions.
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When you die, you lose everything. Yes, everything. Stats, nutrition, even your stuff. However, it's not gone per-se, but rather unavailable. Invisible to you. Any other player can come by and skin the body to obtain the stuff you had, and a friend can use medicine to cure the body back to life, saving you. Randomized spawn points could also go a long way in solving the frustration of feeling like the game was taken from you; instead you're given a new start. It would also stop players from 'death looping' to avoid having to survive, especially when paired up with Temporal Gears being single-use.
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It has come to my attention that taking a higher tier attack than your armor will damage it substantially. Since the patch doesn't impact durability damage caused by high tier attacks, try to avoid using under-leveled armor. The hit will still be negated as you would expect, but your armor will be quite severely damaged. I could patch this out, but honestly I like that mechanic, so it stays.
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Support, because Smart Moving may be a glitchy mess but its mechanics just improve the game feel so so much. I love being able to run around, climbing over rocks with alt, diving for cover when a skeleton is near. While it adds very little to the gameplay itself, the game feel is dramatically improved with the mod.
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The main issue is lack of content, which obviously will be improved over time. Vintage Story is one of those games where you have to 'unlearn' progression chasing, and just enjoy yourself with what you have.
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The armor system is pretty flawed in its current state, but the foundation is actually pretty good. This patch reworks how armor stats are distributed and gets rid of the Tier system to allow its true potential to shine. Items that previously had High Tier Protection will instead get a +50% damage reduc in its place. Instead of focusing on Damage % reduction, Flat Damage is the focus, and % reduc is used as a bonus. Instead of calling it Flat Damage Reduction, I will be calling them Defence Points. Each defence point lowers damage by 1. Simple. If you have Damage Reduction, that calculates after defence points are applied. Did you know that Leather Armor is actually High Tier Protective? Yeah, for whatever reason the tooltip doesn't show for this, but thankfully the new system means it gets a nice 50% damage reduction. Not bad for an early game set. The values are so intuitive I don't even need to explain them, but i'm going to anyway: Improvised Wood: 0.5 defence points Leather Jerkin: 1 defence point Wood Lamellar: 2 defence points Leather Armor: 2 defence points + 50% damage reduction Copper Lamellar: 3 defence points Bronze Lamellar: 4 defence points Woven Cloth (Gambeson): 5 defence points + 50% damage reduction For metal armors, a different system is used. Take the base value for copper, add 1 for bronze, 2 for iron, and 3 for steel: Brigandine 8 base defence points Chain: 9 base defence points Scale: 11 base defence points + 25% damage reduction Plate: 12 base defence points + 50% damage reduction Bonuses: Bismuth Bronze is worse than Tin Bronze, so it has 5% less defence points Black Bronze is better than Tin Bronze, so it gains +5% more defence points Iron and Steel are strong. Everything made out of them gets a bonus +10% damage reduction Anything made out of Gold gives +20% extra damage reduction Anything made out of Silver gives +15% extra damage reduction and 10% more defence points Meteoric Iron has 2.5% more defence points than Normal Iron Pristine Antique armor has the same defence value as Steel Plate Damaged Antique Armor loses 10% of its defence points of Pristine Broken Antique Armor loses 600% of the defence points of Damaged Be careful taking big hits with armor not designed to do so. While damage reduction will always apply in full, damage dealt to durability remains the same. You might find your armor taking heavy damage from attacks of higher tier. Download is now available on the ModDB. Enjoy! And feel free to leave feedback.
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It's a good point to bring up the various stages of gameplay, but the issue is that so many of the trades are purely valued in context. If I was to point out every single game state that the item could be in, it would turn into a short essay. For the sake of consistency, I tried to respond from the prospective of mid game, except where the early-game advantage was abundantly clear. Since this is where most players are likely to be, it has the greatest reach. I would be interested in a speedrunners analysis, but that's not really in the scope of this. The idea was to give a rough estimation of if it was a 'good' trade or not. Bronze is extremely easy to obtain if you know where to look, though if you're unlucky or are expanding anvil ops then there's a good chance you're going to be low on it. Regardless, 1 single bronze ingot in exchange for a 1-3 gears is still a remarkably good trade, especially with how common it rolls. They really are, though if you ever need more sticks you can always hack down another tree.
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I'm running 1.12.14 of the game and 1.0.0 of the release. Singleplayer works fine. The server is running 1.12.13 of the game. Mod does not function. EDIT: Version doesn't seem to matter, does not function on 1.12.14 servers either.
- 11 replies
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- quality of life
- client
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The key simply does not function at all, as if the mod wasn't installed. EDIT: The server is running a slightly outdated version, but that shouldn't really impact the performance of a client mod, right?
- 11 replies
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- quality of life
- client
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Despite being a client-sided mod, it doesn't seem to work on servers. Also, how do you access the config, is it just an in game command?
- 11 replies
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- quality of life
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Whew, done. Alright, i'm taking feedback now.
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Holy! The notification sound for these forums are very loud and it made me jump out of my seat. Still an active work in progress, I will address any criticisms upon completion of the documentation. If I spend any level of time debating why I came to my conclusions then I'll get really into it and completely fail to finish the rest of the work that has to be done. Have to get it done first so no time will be wasted.
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Stonks! Cornering the Market You can buy items from traders and resell them to other traders for a profit. Items with higher unit values tend to fluctuate more. Cracked Vessels cannot be obtained by normal gameplay, however they can be bought from the Treasure Hunter and then sold to the Commodity Trader, often for a profit! Be careful though, prices are very unstable on these items, these are only averages. Seed Vessel Stock/Demand: 4 Price: Buys for 8 gears, sells for 11 (+3 average) Food/Forage/Ore/Tool/Farming Vessel Stock/Demand: 4 Price: Buys for 6 gears, sells for 9 (+3 average) Carpets are another item that can only be resold from the Luxury Trader to the Furniture Trader. They don't offer any average increase in value, but due to their instability and high unit value, you can still profit quite a bit off of a trade. Red and Blue carpets Price: 10 gears Brown and Turquoise carpets Price: 8 gears Items that universally give a profit when resold. Still! Remember to check for fluctuations: Wolf Pup - Bought from Survival for 8 gears then sold to Food or Treasure Hunter for 10 gears (+2 average) Lapis Lazuli - Pack of 6 bought from Treasure Hunter for 1 gear then pack of 4 sold to Luxury for 1 gear (+1.5 average) Colored Glass- Pack of 4 bought from Luxury for 1 gear then pack of 3 sold to Furniture for 1 gear (+1.33 average) Items which can be resold for equal value, sometimes allowing for a profit due to price fluctuations: Rough Emerald (High) - Bought from Treasure Hunter for 8 gears then sold to Artisan or Luxury for 8 gears (0 average) Carpets - Bought from Luxury for 8 or 10 gears then sold to Furniture Trader for 8 or 10 gears (0 average) Ladder - Bought from Furniture Trader for 2 gears then sold to Builder Trader for 2 gears (0 average) These items will likely not turn you a profit, but maybe if the stars align you just might break even: Open/Closed Crate - Bought from Furniture Trader for 2 gears then sold to Food or Builder for 1 gear (-1 average) Bread - Pack of 8 bought at Food for 2 gears then pack of 8 sold to Survival or Treasure Hunter for 1 gear (-1 average) Redmeat - Pack of 8 bought at Food for 2 gears then pack of 8 sold to Treasure Hunter for 1 gear (-1 average) Candle - Pack of 2 bought from Commodity for 2 gears then pack of 2 sold to Treasure Hunter for 1 gear (-1 average) Linen Sack - Bought from Survival for 2 gears then sold to Food or Treasure Hunter for 1 gear (-1 average) Ordinary Glass - Bought from Build Material for 2 gears then sold to Furniture for 1 gear (-1 average) Peat Brick - Pack of 16 bought for 2 gears at Commodity then pack of 12 sold to Artisan for 1 gear (-1.5 average) Charcoal - Pack of 8 bought at Commodity for 2 gears then pack of 12 sold to Artisan or Survival for 2 gears (-1.5 average) Linen - Bought from Commodity or Clothing for 1 gear then pack of 3 sold to Clothing for 2 gears (-1.5 average) Rough Peridot (High) - Bought from Treasure Hunter for 10 gears then sold to Artisan or Luxury for 8 gears (-2 average) Rough Diamond (All) - Bought from Treasure Hunter for 10 gears then sold to Artisan or Luxary for 8 gears (-2 average) Items with very very bad resale value will not be listed here as they are clearly not intended to be resold. Clothing Reselling If you want to take reselling seriously, the real money is in clothing. This is extremely risky and you are going to likely run into many dry spells where simply nobody is buying, or are doing so would net you a loss. But with the greatest risks come the greatest opportunities. I would heavily advise you have a good networking infrastructure set up before doing this. At minimum you should have a path secured between each caravan, with a road being especially ideal. You're going to be doing a lot of travelling. Food Trader Buys: Shepherd's Sandals for 1 gear from Clothing's 2 gears (-1 gears) Shepherd's Cowl for 4 gears from Clothing's 2 gears (+2 gears) Shepherd's Pants for 6 gears from Clothing's 3 gears (+3 gears) Woolen Leggings/Scarf/Knee-high Boots for 6 gears from Clothing's 3 gears (+3 gears) Survival Trader Buys: Huntsman Tunic for 10 gears from Clothing's 5 gears (+5 gears) Sturdy Leather Belt for 6 gears from Clothing's 2 gears (+4 gears) Stained Leather Poncho for 4 gears from Clothing's 2 gears (+2 gears) Blacksmith Apron for 6 gears and Snow Goggles for 4 gears, sadly neither can be bought. Commodity Trader Buys: Merchant Bracelet for 3 gears from Clothing's 2 gears (+1 gear) Merchant Shoes/Hat/Amulet/Belt for 4 gears from Clothing's 3 gears (+1 gear) Merchant Pants/Shirt for 5 gears from Clothing's 4 gears (+1 gear) Furniture Trader Buys: Artisan Scarf and Workman's Gown for 1 gear. Neither are purchasable. Heavy Tool Belt for 4 gears from Clothing's 4 gears (0 gear) Builder Trader Buys: Heavy Tool Belt for 2 gears from Clothing's 4 gear (-2 gears) Copper Arm Bracelet for 6 gears and Copper Neck Torc for 4 gears, neither can be bought. Clothing Trader Buys: Thigh-High Boots for 8 gears from Luxury's 8 gears (0 gears) Aristocrat Shoes/Belt for 7 gears for Luxury's 7 gears (0 gears) Aristocrat Shirt/Leggings for 10 gears for Luxury's 10 gears (0 gears) Aristocrat Mantle for 14 gears for Luxury's 14 gears (0 gears) Lackey Shoes/Gloves/Hat for 2 gears from Treasure's 2 gears (0 gears) Lackey Breeches/Shirt for 3 gears from Treasure's 3 gears (0 gears) Squire Boots/Hood/Belt for 2 gears from Treasure's 2 gears (0 gears) Squire Tunic/Pants/Shirt for 3 gears from Treasure's 3 gears (0 gears) Hooded Cape for 3 gears. Unpurchasable. Spice Merchant's Coat for 4 gears. Also unpurchasable. Shepherd's Boots/Trousers/Mantle for 2 gears. Guess what. Unpurchasable. Noble Shoes/Riding Gloves/Necklace/Fur Collar for 6 gears. You'll never guess. Noble Fillet/Pants/Shirt/Sash for 7 gears. Yep, unpurchasable. (Wow that was a huge disappointment.) Not a very good note to end on, but these are all the resell values for clothing.
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Last and definitely not least, the Luxury Trader has some VERY nice deals for you Chandelier x 1 Stock: 1 Price: 15 gears Value: High. It's the best placed light source in the game. You do need to provide the candles however. Colored Glass x 4 Stock: 16 Price: 1 gear Value: High. With the exception of green, all the colors are otherwise unobtainable. Silver Sword/Spear x 1 Stock: 1 Price: 16 gears Value: Extremely Low. There's very little reason to buy these, except to show off. Silver Arrow x 1 Stock: 1 Price: 2 gears Value: Near-worthless. Unlike the weapons, you can't barely show it off. Gold Lantern x 1 Stock: 4 Price: 14 gears Value: Low. It would be worth it if they were silver-lined. Red/Blue and Brown/Turquoise Carpet x 1 Stock: 1 Price: 10 and 8 Value: High. Otherwise unobtainable and adds a nice touch to your base. They will also sell you some clothing Aristocrat Belt and Shoes Stock: 1 and 2 Price: 7 gears Aristocrat Leggings and Shirt Stock: 1 and 2 Price: 10 Aristocrat Mantle Stock: 1 Price: 14 gears Scarlet Ornate Linen Tunic/Silver Diadem Stock: 1 Price: 16 gears Thigh-High Boots/Silver Arm Bracelet Stock: 2 Price: 8 gears Pearl Necklace/Silver Arm Chain Stock: 1 Price: 12 gears How ever could you afford all these nice items? Don't worry, the Luxury Trader will buy some expensive stuff off you Gold Ingot x 1 Demand: 2 Price: 3 gears Value: Low. You're better off using the gold to make Black Bronze and selling those tools. Silver Ingot x 1 Demand: 3 Price: 2 gears Value: Same as Gold. Just make Black Bronze. Rough Emerald x 1 Demand: 5 Price: 8 and 6 and 4 gears Value: Same as the Artisan Trader. Lapis Lazuli x 4 Demand: 5 Price: 1 Value: A slightly better deal than the Artisan Trader. Diamond in the Rough/Peridot x 1 Demand: 1 Price: 8 Value: Same as the Artisan Trader Omok TableTop Game x 1 Demand: 2 Price: 4 gears Value: Unobtainable. Cannot be sold for a profit. (Diary Lore) Book x 1 Demand: 3 Price: 4 gears Value: Rare. Only sell if you already have all the Diary lore. Golden Treasure Chest x 1 Demand: 1 Price: 14 gears Value: Same as the Furniture Trader, but better. Decorated Storage Vessel (Chthonic) Demand: 1 Price: 8 gears Value: Same as the Artisan Trader but worse. Fish and the Rain Painting x 1 Demand: 1 Price: 20 gears Value: Rare.
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Artisan Trader has these lovely items for sale to you: Normal Storage Vessel x 1 Stock: 6 Price: 4 gear Value: Bad. Just craft it. Decorated Storage Vessel (Copper) x 1 Stock: 4 Price: 8 Gears Decorated Storage Vessel (Earthen) x 1 Stock: 2 Price: 8 Gears Decorated Storage Vessel (Ash Forest) x 1 Stock: 4 Price: 6 Gears Decorated Storage Vessel (Rain) x 1 Stock: 1 Price: 6 gears Decorated Storage Vessel (Rime) x 1 Stock: 6 Price: 7 gears Decorated Storage Vessel (Undergrowth) x 1 Stock: 4 Price: 7 gears Decorated Storage Vessel (Oxblood) x 1 Stock: 2 Price: 8 gears Decorated Storage Vessel (Cowrie) x 1 Stock: 1 Price: 11 gears Value: Extremely High. Every single one of them. They're all beautiful. Crock x 1 and Crock x 4 Stock: 8 Price: 3 and 10 gears Value: Low. Just craft them. Normal Flowerpot x 1 Stock: 10 Price: 2 gears Value: Low. Just craft it. Flowerpot (Amber) Stock: 6 Price: 4 gears Flowerpot (Bone Ash) Stock: 5 Price: 3 gears Flowerpot (Celadon) Stock: 6 Price: 3 gears Flowerpot (Copper)/(Earthen) Stock: 4 Price: 6 gears Flowerpot (Moss)/(Ohcre) Stock: 7 Price: 5 gears Flowerpot (Rutile)/(Tenmoku) Stock: 5 Price: 5 gears Flowerpot (Sea Salt) Stock: 2 Price: 7 gears Normal Clay Planter Stock: 6 Price: 5 gears Value: Bad. Just craft one yourself. Planter (Amber) Stock: 6 Price: 5 gears Planter (Ash Forest) Stock: 5 Price: 5 gears Planter (Copper)/(Earthern) Stock: 4 Price: 7 gears Planter (Ochre) Stock: 7 Price: 6 gears Planter (Rime)/(Tenmoku)/(Undergrowth) Stock: 5 Price: 6 gears Planter (Sea Salt) Stock: 2 Price: 9 gears Artisan Trader will buy these items from you Blue Clay Dust x 64 Demand: 3 Price: 1 gear Value: Low. It's better to make items out of it instead. Fire Clay Dust x 64 Demand: 1 Price: 2 gears Value: Extremely Low. Use these to make bricks for bloomeries instead Animal Fat x 8 Demand: 2 Price: 1 gear Value: Extremely Low. Much better used to expand wind power, or even as food. Bee's Wax x 6 Demand: 4 Price: 2 gears Value: Just a way worse version of the Commodity Trader's offer. Lapis Lazuli x 10 Demand: 4 Price: 1 gears Value: Rare. Even with that, it's not really worth it. Luxary Trader will offer a better deal. Peat Brick x 12 Demand: 2 Price: 1 gears Value: Moderate. Peat is very common so you shouldn't have any trouble fulfilling this trade. Charcoal x 12 Demand: 4 Price: 2 gears Value: Same as Survival Trader. Decorated Storage Vessel (Chthonic) x 1 Demand: 1 Price: 12 gears Decorated Storage Vessel (Loam) x 1 Demand: 1 Price: 9 gears Planter (Chthonic) Demand: 4 Price: 10 gears Planter (Loam) Demand: 4 Price: 7 gears Rough Emerald (High) and (Medium) and (Low) x 2 Demand: 4 Price: 8 and 6 and 4 gears Value: High. Since Emerald has no uses, this will allow you to get rid of it. Diamond in the Rough (All Variations) x 1 Demand: 1 Price: 8 gears Value: Rare. It's unlikely you will ever find a diamond to be able to sell one. Rough Peridot (All Variations) x 1 Demand: 1 Price: 8 gears Value: High. You're very likely to find a lot of this while making green glass.