So a quick introduction to the game’s data files:
Much of the game’s item data is stored in text files in the data/json/items/ directory in a format known as JSON. Each file contains a bunch of items definitions that look like this:
{
"id": "can_sealer",
"type": "GENERIC",
"category": "tools",
"name": "can sealer",
"description": "A hand crank powered cast steel machine designed to automatically seal tin cans.",
"weight": 9800,
"volume": 20,
"price": 52500,
"to_hit": -2,
"bashing": 8,
"material": "steel",
"symbol": ";",
"color": "light_gray"
},
where all the bits between { and } are an object’s definition, in this case, a can sealer. It has a weight of 9800 grams and a price of $525.
All you (or anyone else who cares) needs to do to give an item a post apocalyptic price is add a line like this:
"price_postapoc": 200000,
so the result looks like this:
{
"id": "can_sealer",
"type": "GENERIC",
"category": "tools",
"name": "can sealer",
"description": "A hand crank powered cast steel machine designed to automatically seal tin cans.",
"weight": 9800,
"volume": 20,
"price": 52500,
"price_postapoc": 200000,
"to_hit": -2,
"bashing": 8,
"material": "steel",
"symbol": ";",
"color": "light_gray"
},
so now NPCs will trade can openers for $2000 instead of $525.
It’s not hard to do, it doesn’t require any programming skills, it requires a text editor and time.