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FairShare
Adds the Artifact of Fair Share: players with more items pay more and players with fewer items pay less for money-based interactables.
| Last updated | 13 hours ago |
| Total downloads | 38 |
| Total rating | 1 |
| Categories | Mods Tweaks Artifacts AI Generated |
| Dependency string | DeltaLines-FairShare-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2122RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.1.0README
Artifact of Fair Share
Fair Share adds a new optional Artifact designed for multiplayer runs where one player getting ahead can snowball into buying even more of the stage while a poorer player struggles to catch up.
With the Artifact of Fair Share enabled, ordinary money prices are personalized according to how many permanent items each living player has compared with the living team's average. Players who are significantly ahead pay more; players who are significantly behind pay less.
The goal is not to equalize everyone's inventories or redistribute items. It simply gives the game's shared gold economy a little catch-up pressure while still letting players choose who buys what.
How it works
By default, Fair Share uses:
- A 5-item grace/dead zone around the living-player average.
- 5% price adjustment per item beyond that dead zone.
- A minimum price of 50% of the normal cost.
- A maximum price of 200% of the normal cost.
- Only money/gold costs are affected.
- Lunar Coins, item costs, equipment costs, health costs, and other non-money currencies are left alone.
- Solo play is unchanged; personal scaling begins when at least two eligible living players are present.
Fair Share counts permanent, non-hidden, tiered item stacks. Temporary items and untiered bookkeeping/consumed items such as Tonic Affliction or broken/consumed item remnants are not counted. Normal scrap still counts.
The system applies to money-based interactables generally, including things such as chests and drones, rather than only chests.
Why does the floating price differ from the interaction price?
You may notice that a chest's floating world-space price still shows the normal shared/base price. Your actual Fair Share price is shown in the interaction/context prompt when you look at the interactable.
This is intentional. RoR2's world-space price display belongs to the shared networked interactable and assumes that the object has one price for everybody. Fair Share instead calculates a different price for each player. Changing that shared value to one player's personal price could make the display incorrect for everyone else and interfere with multiplayer synchronization or vanilla price scaling.
For that reason, the floating number remains the vanilla/base price while the context prompt is the authoritative personal price. Fair Share also keeps this prompt visible when you cannot afford your personal price, so you can still see what it costs.
Configuration
After launching the game with Fair Share installed, its BepInEx configuration file lets you change the balancing values, including:
- Items before scaling begins
- Percentage adjustment per item
- Minimum price percentage
- Maximum price percentage
This means you can make the Artifact gentler or considerably more aggressive without rebuilding the mod.
Multiplayer
Fair Share has been tested in multiplayer. Personal affordability and payment are handled server-side so each buyer is charged their own calculated price while the underlying interactable keeps its normal shared price.
Compatibility notes
Fair Share deliberately only modifies interactables using RoR2's standard Money cost type. Non-money currencies are untouched. Modded items with normal item tiers are included naturally in the item-count calculation; temporary, hidden, and NoTier items are excluded.