Tycoon Vault 0.1.13
Curse Maven Snippet
What's new
Added
Terroir bottles mature in the vault cellar (only with the optional Terroir mod; without it nothing changes). The wine rack takes them and its cellar class works on their maturity once they are past their peak: an excellent cellar keeps them at their best longer (0.6 days of maturity per day), a good one 0.8, a poor one and loose bottles age as Terroir reckons, a bad cellar 1.5. The tooltip shows how many days the bottle is behind or ahead of the calendar. The wine merchant buys them at Terroir's shop value on that day minus his usual margin, counted as own making (the weekly own-goods curve applies). With Terroir 0.1.1 or newer the shift counts everywhere: Terroir's own tooltip, wholesaler (also in cases and pallets) and Tycoon Retail shop price the bottle by its shifted maturity; older Terroir versions count it only in this mod. Terroir bottles are sold in Tycoon Retail by Terroir alone (one shared vault key would have priced all of them like the first one).
Homemade wine (press and fermenter) is now worth $10 at quality 60 (was $8), still clearly below a Terroir bottle; existing config files keep their value (
homemadeWine).Chronohaus, an online jeweller in the Intranet browser (
intranet://chronohaus, only when the optional Intranet mod is installed; without it nothing changes). Every watch model the jeweller carries from its release, bought and sold at exactly the jeweller's prices (market value + markup, bought back at the jeweller's buying price, cost basis kept the same way). Up to 10 watches per click, paid from the bank account, delivered to the inventory.Start page with search (also by translated model and maker names), filters by price class and maker, a tile on the browser's start page and an entry in its search. One page per model: picture, release date, list price at release, market value, buying price, a chart of the value since release, the change since release, over 1 year and over 5 years in percent, buy and sell with a quantity.
Vintage offer: each calendar week (from Monday) 0 to 3 single pieces of the models otherwise only found at auctions, chosen from the world seed and the week, the same for every player. Each piece exists once per week for everybody; whoever buys first gets it. Price = market value x 1.25. Bought back like every watch. Setting the date back does not bring sold pieces back: a past week counts as sold out.
Every buy and sell button sends the price shown; if the price has changed in the meantime, nothing is traded and the page reloads with a note.
Config section
intranet:chronohausSite(true; false = no website, no tile),vintagePerWeekMax(3),vintageEmptyChance(0.4 = share of weeks without vintage pieces),vintageMarkup(1.25).Tycoon Skills: watches locked for the player cannot be bought on the website either; the page shows a note instead of the buy button.
Changed
- Gold refinery yield: the parting furnace now yields 5 mg of fine gold per gold ingot instead of 50 (200 ingots per
gold anode instead of 20; raw gold 90 %, nugget 1/9, block x9 as before), and takes 0.5 s per ingot instead of 5, so
time, fuel and FE per gram of fine gold stay the same. Reason: buying gold ingots on the market and refining them was
worth about four times their price at the bullion dealer. Nuggets now round down, so nine nuggets never yield more
than their ingot. Existing config files keep their old values: set
refining.milligramsPerIngot = 5andfurnaceSecondsPerIngot = 0.5by hand, or delete the file to get the new defaults.
This mod has no additional files

