Suggestions for coins in the game?

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  • Hi everyone,


    I don't know if this is planned, but I would really like to see this in the game; Coins !



    you could make this with gold plates then.. maybe with the paper press?

    Now in my server the coins are gold ingots, but coins would be cooler, and you will also be able to loot them from bandits and things.


    edit: Also gonna be cool for upcoming npc trading

  • Nice idea and it's probably planned, as wandering merchants will be a thing.


    But right now it's hard to imagine what to do with those coins. There's not really something to trade, unfortunately

  • I think he did not mean static objects, rather actual ingame currency, which could be stored in players wallet separately for trade with npcs and other players.

    Built objects are still inventory objects that stack so you certainly could set up NPC/PC trading rules just like using ingots or sheets, but if you want to enforce pricing/bartering menus rather than honor system trading you probably need a trading mod - and they probably would also implement currency. There are different metal colors you could use to designate the different coin values (copper, iron, gold etc).. You certainly can resize the cylinder block down to a coin size and set that as the standard, but the only real reason to do this is cosmetic for counter clutter placements and dragon hordes


    Having a new version that has a wallet when there is no inventory encumbrance is not really going to add anything (aside from buy/sell/barter systems), so if it was done my bet is it would just be inventory stacks just like everything else - so to make it like rest of game have to tradeoff storing coins or other inventory items.

  • Yeah, I meant it more like a item, so you can stack it in your inventory. So just like a gold ingot but then just in the shape of a coin and that you can trade with it later on ( when npc trading is added)

    My bet is. It might be added with update, that includes traders. I remember reading in trello roadmap, that travelling merchants were planned.

    Addition: Dont you think ability to make coins from gold might break economy and pretty much make trading absolete?

  • I think the best way for coins is that there would be a list what items/crops can be sold and only by doing that get coins. And the reason to do that would be that you can by ONLY items/crops that are NOT available at any way in the game. For me, that would give me a very good reason to produce something or make something I don't really need, so that I can sell it and buy stuff that can only be bought...

  • I think the best way for coins is that there would be a list what items/crops can be sold and only by doing that get coins. And the reason to do that would be that you can by ONLY items/crops that are NOT available at any way in the game. For me, that would give me a very good reason to produce something or make something I don't really need, so that I can sell it and buy stuff that can only be bought...

    Maybe. But where do you get the seed for that in the first place? And once you bought it once, you can get it easily by the hundreds.


    I see currency only once there are unique items in the game, recipes, very rare ores, devices, etc

  • Coins/gold/money is actually planned :) It will be part of a future trader/merchant update. Currently I tend to have a separate wallet for it, so coins won't go into a regular inventory slot (but it's not 100% certain yet).

    But coins will not be craftable, you will only be able to obtain them by trading (or when looting chests or bandits, for example).


    I see currency only once there are unique items in the game, recipes, very rare ores, devices, etc

    Yes, that's true. There are a few items that cannot be crafted (e.g. most swords), but more are definitely in the works. Unfortunately only very few new items will make it into the POI update, but more will come ^^

    Mabye we could also remove a few items from the crafting menu... not sure about this, but for example, items like the toolbelt or grappling gun could be removed, so they would only be obtainable from dungeons or traders?

  • Mabye we could also remove a few items from the crafting menu... not sure about this, but for example, items like the toolbelt or grappling gun could be removed, so they would only be obtainable from dungeons or traders?

    Nooooo - not the Toolbelt! Waaahh. ;(

    Could be challenging though! :thinking:

    A Danish Dane from Denmark living in California, USA. :D

    -*- Black Holes is where God divided by zero - *-

  • Coins/gold/money is actually planned :) It will be part of a future trader/merchant update. Currently I tend to have a separate wallet for it, so coins won't go into a regular inventory slot (but it's not 100% certain yet).

    But coins will not be craftable, you will only be able to obtain them by trading (or when looting chests or bandits, for example).


    Yes, that's true. There are a few items that cannot be crafted (e.g. most swords), but more are definitely in the works. Unfortunately only very few new items will make it into the POI update, but more will come ^^

    Mabye we could also remove a few items from the crafting menu... not sure about this, but for example, items like the toolbelt or grappling gun could be removed, so they would only be obtainable from dungeons or traders?

    The toolbelt would be a huge downside, i think.

    The grabbling hook though is another level. I even suggest that the curcuit boards (i.e. for drills and metal detectors) are only obtainable from dungeons or traders. It is hard to believe we craft them on our own - even with a modern workbench. Maybe with a very small percentage the recipe for those boards can be obtained in the lootbox of dungeon containers?

  • About the grapling gun, I have a medieval server, so if players are able to obtain this without modern stuff, uhm yeah...


    But good idea tough, I think red51 also said that there will be a setting in the future that will change your game to medieval era / modern erea, gonna be very usefull for things like this.

  • items like the toolbelt or grappling gun could be removed, so they would only be obtainable from dungeons or traders?

    I am against taking progression items away from crafting. I played SCUM a lot and the game went downhill with traders They basically made the loot and/or crafting you need to survive (like antibiotics) impossible to find so as to promote using traders. But all that meant was people found the easiest things to repeatably farm for money so they could then go to the trader and WIN the game. The devs dug even deeper into that mechanic seeing that traders where popular (only because they became necessary to survive) and extended this to every single item in the game, meaning you no longer even needed to try to survive and go exploring and learn how to craft- just exploit the one good farm spot to get junk that traders was paying way too much for to then buy what you need. The devs left it because they felt it promoted PVP as zone campers would park right outside the PVE trader zone to gank traders.


    Traders should be for unique lootboxes that are not part of survival progression that cannot be made but are valuable treasures. Like special variant procedural swords or gems or archeology artifacts. Something that nobody else is going to be able to get and might even want to get some player trading to acquire them - thus stimulating a rares economy.


    The argument that tech tier items could the even really be made on the workbench really does not fly, because it basically says the entire tech workbench should not even exist. Sure that might be OK if there is a post apocalypse distopian setting that this is lost capability, but the idea is that with 3D printers and such people will figure out how to make tech items. And same if a sci-fi tier is planned - star trek invented the 3D printer when they made replicators a thing - just like Kirk was the first one to use a motorola flip phone.

    The entire point of RW is there is no story - so forcing story with mechanics like this means every setting has to be lost technology which means some stories are simply not playable.

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