Trading Spot - Control Where Traders Loiter
Direct Download:
1.3 (https://github.com/KiameV/rimworld-tradingspot/releases/download/current/TradingSpot.zip)
A17 (https://github.com/KiameV/rimworld-tradingspot/releases/download/20170928/TradingSpot.zip)
B18 (https://github.com/KiameV/rimworld-tradingspot/releases/download/20171025/TradingSpot.zip)
B19 (https://github.com/KiameV/rimworld-tradingspot/releases/download/B19/TradingSpot.zip)
1.0 (https://github.com/KiameV/rimworld-tradingspot/releases/download/1.0/TradingSpot.zip)
Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1180719658)
GitHub Page: https://github.com/KiameV/rimworld-tradingspot/
Thank you to the translators!
-Ɲơɴɑɱɛ for German
-MossieuLeblanc for French
-Proxyer for Japanese
-Arex for Russian
-Fodnjs0811 for Korean
-adam0310 for Polish
What this mod is:
Tired of traders parking themselves right outside your base...you know...between your turrets and the raiders? Tired of the faction hits because of this simple mistake? Tired of traders tromping around in places you don't want them to be?
Now you can control where traders stop when they visit your colony. Simply throw down your hand dandy Trading Spot and blamo! YOU are in control!
It works just like the party spot, except the party is a trade caravan.
Trading Spot is in the Architecture menu under Misc
Known Issues:
If you place the spot in a completely inaccessible location, the caravan tends to freak out.
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Thanks for bringing back another!
Yay, I've been missing a place to park them
(https://s-media-cache-ak0.pinimg.com/originals/7a/62/1c/7a621cbc8c3cd65262ff63af5ce331b8.jpg)
Similar to caravan spot, this should be made vanilla.
C 8) 8) L !
Thank you
Quote from: Dodging Rain on June 17, 2017, 01:33:59 AM
Similar to caravan spot, this should be made vanilla.
Probably will never happen because:
This can be exploited yada yada yada... The Ai is too stupid to realize they are being exploited yada yada... Why bother changing the current situation if it works (and can generate more drama) yada yada yada. And more yada yadas similar to those.
Edit: realized =/= realize
I just park my thank you in this Spot over here :)
In the german translation is a small misstake:
<TradingSpot.AlreadyOnMap>Nur ein Handelsplatz auf der Karte erlaubt. Der alte Handelsplatz wurde entfernt.</TradingSpot.AlreadyOnMap>
this would be correct.
It's "ein instead of "einen".
And the "an der" in <TradingSpot.description>Bestimmt eine Stelle, an der Händler stoppen werden, wenn sie deine Kolonie besuchen.</TradingSpot.description> was a "wo" before, wich was not the best german.
Adding French Translation. Thanks MossieuLeblanc!
Direct Github download dosen't work
oops. Thanks for telling me, it's fixed now
```Could not find a type named TradingSpot.TradingSpot
Verse.Log:Error(String)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
```
Found this error message while loading this mod.
Any idea what I can do to solve it?
Looks like the dll is missing to me
Quote from: nmid on October 05, 2017, 05:00:04 PM
```Could not find a type named TradingSpot.TradingSpot
...
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
```
Found this error message while loading this mod.
Any idea what I can do to solve it?
DId you use the direct download link: https://github.com/KiameV/rimworld-tradingspot/releases/download/20170928/TradingSpot.zip
?
Do not download the repo as that does not contain the dll, just the source. Go to the TradingSpot directory and see if there's a Source folder. If there is, that's the wrong download.
Can you include "visitors" to spot?
A18 version can be downloaded here: https://github.com/KiameV/rimworld-tradingspot/releases/download/20171025/TradingSpot.zip
Thanks. I'll see if I downloaded the wrong version earlier.
Adding ModSync.ninja (http://www.modsync.ninja/) support
First of all thank you for this much needed mod!
Secondly I would like to support Angelix request if it's something you could make possible or a second spot for the visitors maybe that would be awesome because they still sadly seem to admire my turrets to much ;)
Quote from: Angelix on October 24, 2017, 06:57:13 AM
Can you include "visitors" to spot?
For Visitors you should take a look into
Hospitality
https://ludeon.com/forums/index.php?topic=11444.0
You can assign zones for guests/visitors only with it.
Pull request with Russian translation is added.
Update:
-Added Russian translation. Thanks Arex!
Quote from: Canute on December 21, 2017, 09:33:41 AM
For Visitors you should take a look into
Hospitality
https://ludeon.com/forums/index.php?topic=11444.0
You can assign zones for guests/visitors only with it.
Thank you! Totally overlooked that mod works like a charm :)
For some reason I can only place this on water.
Quote from: dkurage on January 17, 2018, 07:31:59 AM
For some reason I can only place this on water.
Wonder if you are having the same or similar issue as person in this thread:
https://ludeon.com/forums/index.php?topic=38239.0
Quote from: dkurage on January 17, 2018, 07:31:59 AM
For some reason I can only place this on water.
i remember there's sometimes issues with bridge mods and other mods that deal with water/rivers. try moving this mod higher in the load order
I moved it above all my water-related mods and it seems to be working fine now, thank you.
On the point of potential abuse. Would it be possible to make it so the game tracks if a trader died by someone thats not an AI? If so, triggers an attack on your base by league of traders or smth?
Kiame, could I request a similar mod?
This mod prevents multiple trading spots by checking if another one is made and then destroying the first one. Could a similar mod be made that destroys a research bench when another one is created? I am hoping for a difficulty mod that makes it so you can't spam half a dozen researchers and reach late game too quickly. So far I've just excersized self-control, but a codified mod for it would be great.
@TryB4Buy
I do have a mod that allows the user to change how long research takes - https://ludeon.com/forums/index.php?topic=32854
If you're curious, here's the code that checks if a Trading spot is already made
public class TradingSpot : Building
{
public TradingSpot()
{
if (Find.VisibleMap != null)
{
foreach (Building b in Find.VisibleMap.listerBuildings.allBuildingsColonist)
{
if (b.def.defName.Equals("TradingSpot"))
{
b.Destroy(DestroyMode.Vanish);
Messages.Message("TradingSpot.AlreadyOnMap".Translate(), MessageTypeDefOf.NegativeEvent);
break;
}
}
}
}
Thanks. I was aware of mods that up research times. I'm fine with vanilla lengths. I just want to avoid vanilla methods of pooling research (which I've been doing out of self-restraint).
No pressure, but I'm sure others could find a use for a generalized mod that allowed building number limitations on whatever building name was inputed into a def (like only a certain number of fusion cores or turrets or whatever)
Update for 1.0:
https://github.com/KiameV/rimworld-tradingspot/releases/download/1.0/TradingSpot.zip
Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update
Hello, author.
Is cheers for good work. I updated the Japanese translation for 1.0 and sent a pull request from GitHub. Please confirm and merge.
Thank you.
Thank you Proxyer
[1.0] Update: Added Korean translation. Thanks Fodnjs0811!
https://github.com/KiameV/rimworld-tradingspot/pulls
Hi, Kiame
I upload Korean translation two days ago.
but, that is COMPLETELY wrong files. so, i'm fix that and pull request again.
sorry my misstake. :'( please check it and merge.
Thank you.
Ha np Orange_Mushroom. I'll get that in
1.0 Update:
Fixed to work with the latest unstable version
By the way, the trader spot didn't affect the animals that came with them, so all the trader party member gather at the correct spot, except their animal and pack animals, which just wander off somewhere else. this makes me failed to <ahem> rob them completely. i usually put them inside an enclosed room and cooked them alive and picking up all their belongings plus some extra human meat to boot for my carnivores pet snacks, without affecting relationship point that much ;p
Quote from: Father on July 16, 2018, 05:41:19 AM
By the way, the trader spot didn't affect the animals that came with them, so all the trader party member gather at the correct spot, except their animal and pack animals, which just wander off somewhere else. this makes me failed to <ahem> rob them completely. i usually put them inside an enclosed room and cooked them alive and picking up all their belongings plus some extra human meat to boot for my carnivores pet snacks, without affecting relationship point that much ;p
hmm.... never seen the animals wander off before. Not sure what would cause that to happen
Updated for B19
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1180719658
Direct Download: https://github.com/KiameV/rimworld-tradingspot/releases/download/B19/TradingSpot.zip
Updated for 1.0
https://github.com/KiameV/rimworld-tradingspot/releases/download/1.0/TradingSpot.zip
Update:
Visitors will now go to the trading spot as well.
I added extra code to make sure this will not interfere with Hospitality
Quote from: Kiame on October 23, 2018, 06:54:53 PM
Update:
Visitors will now go to the trading spot as well.
I added extra code to make sure this will not interfere with Hospitality
hmmmm can this be toggled off? I always place my visitors indoors inside guest houses, while traders are usually outside the main gates. I rather not have them both in the same place.
If you're using hospitality the visitors will not be effected. I can look into making this a mod setting though
Or maybe add a Guest/visitor spot if no hospitality mod is detected.
Update:
Added a setting to have visitors go to the Trading Spot. By default it is enabled.
Added Polish translation. Thanks adam0310!
I like.
Updated for 1.1 - https://github.com/KiameV/rimworld-tradingspot/releases/download/1.1/TradingSpot.zip
Very much appreciated!
Where is the trading square, what menu?
Updated the above release to support both 1.0 and 1.1 versions.
Update:
Trading spot will not count as a building for anima trees.
Updated to 1.2
Thank you for making your mods to Rimworld.
Yours are all very useful and have eased my smothered frowns.
If only there were more people like you who live by the austere light of my untied shoelace.
Updated for 1.3
Direct Download (https://github.com/KiameV/rimworld-tradingspot/releases/download/current/TradingSpot.zip)
Update 1.3.1.0:
Re-wrote this mod to be less heavy - https://github.com/KiameV/rimworld-tradingspot/releases/download/current/TradingSpot.zip
For anyone that wants the older version, it can be downloaded here: https://github.com/KiameV/rimworld-tradingspot/releases/download/current/z_old_TradingSpot.zip