Modded specialized upgrades give -50% where vanilla gives -25% #18

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opened 2026-08-20 04:57:32 +00:00 by coilyco-ops · 0 comments
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Filed from the Sirens Discord #suggestions-feedback-bugs forum.

Source // https://discord.com/channels/1300204416229441587/1533997140748140635
Raised by // Octavian_34.--.Scuba, 2026-08-04
Forum tags // mods (balance)
Signal // 6 replies, 6 screenshots attached in-thread

The defect

Every modded specialized upgrade applies a -50% reduction, where the base game equivalents apply -25%. Octavian posted five screenshots comparing them.

What the thread established

Kai confirmed the fix and its size: "It's an easy fix, just a number in a file to change from 50 to 25."

Kai also named the blocker, which is scheduling rather than difficulty: "Idk when I'm gonna be able to deploy the fix - mod changes create a kind of stress that I'm trying to avoid this week in particular."

Octavian flagged the economic consequence and accepted it: shops are currently priced off the -50% figure for biochem, so correcting the number forces a re-pricing pass on affected sellers.

Open question

Whether this can safely be changed mid-cycle at all, or whether it should ride along with the cycle 15 turnover. Octavian raised this directly and it was not resolved in the thread.

Overlaps the level 3 perk problem reported at https://discord.com/channels/1300204416229441587/1524518998312489171, where Theo found that mod benches do not honor the same upgrade percentages as vanilla benches.

Filed from the Sirens Discord `#suggestions-feedback-bugs` forum. **Source** // https://discord.com/channels/1300204416229441587/1533997140748140635 **Raised by** // Octavian_34.--.Scuba, 2026-08-04 **Forum tags** // mods (balance) **Signal** // 6 replies, 6 screenshots attached in-thread ## The defect Every modded specialized upgrade applies a -50% reduction, where the base game equivalents apply -25%. Octavian posted five screenshots comparing them. ## What the thread established Kai confirmed the fix and its size: "It's an easy fix, just a number in a file to change from 50 to 25." Kai also named the blocker, which is scheduling rather than difficulty: "Idk when I'm gonna be able to deploy the fix - mod changes create a kind of stress that I'm trying to avoid this week in particular." Octavian flagged the economic consequence and accepted it: shops are currently priced off the -50% figure for biochem, so correcting the number forces a re-pricing pass on affected sellers. ## Open question Whether this can safely be changed mid-cycle at all, or whether it should ride along with the cycle 15 turnover. Octavian raised this directly and it was not resolved in the thread. ## Related Overlaps the level 3 perk problem reported at https://discord.com/channels/1300204416229441587/1524518998312489171, where Theo found that mod benches do not honor the same upgrade percentages as vanilla benches.
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coilyco-gaming/eco-mods#18
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