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RimWorld => Mods => Releases => Topic started by: WalkingProblem on September 08, 2017, 08:54:18 PM

Title: [1.0] Trading Economy 3.1
Post by: WalkingProblem on September 08, 2017, 08:54:18 PM
(http://walkingproblem.com/wp-content/uploads/2018/10/preview3.1.png)

Have you find it lame to plant your own food just to find it insufficient to get past the winter?

Did you felt that insane need to strangle all those trade caravans pawns that never brings you what you need?

Or have you just always want to build a carpentry business to sell your lovely furnitures without needing to worry about food and lack of timber?

Then this is the mod for you!

----

Introducing the Trading Economy mod!
Just as the same of the mod suggest, this mod introduces "real trading" into the world of Rimworld. Graduate from your rimworld life of living like a overdue cavemen, into the industrialised modern world of Capitalism and never needing to know how your food got slaughtered!

This mod introduces 6 different multi-system corporations that had set up their operations on your local planet. Each of them plays a different key role in the rimworld's economy, offering vital products that sustains all economic activities on the planet.


(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemAgriculture.png)
Walkblem Agricultural Conglomerate
Perhaps the most important and influential corporation in the RimWorld Systems. They dominates all agricultural sectors, including farming, forestry, animal husbandry, etc... Providing colonies and regional military forces vital food, timber and animal supplies. If you need grains, fruits, vegetables, wood, cloths, leather, pets or farm animals – this is the company that you need to look out for!

Pets and Farm Animals Caravan
– 5-50 x 8 species of domesticated animals

Raw Meat Caravan
– 125-1000 x meat from 10-15 species of animals

Grain Caravan
– 1000-7000 x rice

Fruits and Vegetable Caravan
– 500-2000 x corn, potatoes, agave, berries, fungus & ambrosia each

Hops Caravan
– 1000-5000 x hops
– 10-50 x Fermenting Barrel

Hay Caravan
– 2500-8000 x hay

Textile Caravan
– 100-1000 megasloth wool
– 500-1000 muffalo wool
– 500-1000 camel wool
– 500-1000 alpaca wool

Wood Lumber Caravan
– 2500-8000 x woodlog

Fur and Leather Caravan
– 250-1000 x leathers from 15-20 species of animals

Psychoid and Smokeleaf Leaves Caravan
– 2000-5000 x smokeleaf
– 2000-5000 x psychoid

Milk and Eggs Caravan
– 500-3000 x milk
– 500-2000 x unfertilized eggs from 5-8 species

Processed Food Caravan
– 250-1000 x survival meal pack
– 1000-3000 x nutrient paste
– 1000-5000 x kibble
– 1000-5000 x pemmican



(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemMining.png)
Walkblem Mining Corporations
The biggest mining operations in the RimWorlds are without doubt, owned and run by the mighty Walkblem Mining Corporation. Not only to they mine all form of minerals and precious metals, they also operates industrial scale brick making operation, promising the best building materials you can find. If you need bricks of all materials, all type of metals (including uranium) or precious materials like Gold or Jade – this is the company you should call.

Sandstone Blocks Caravan
– 500-5000 x sandstone block

Granite Blocks Caravan
– 500-5000 x granite block

Limestone Blocks Caravan
– 500-5000 x limestone block

Slate Blocks Caravan
– 500-5000 x slate block

Marble Blocks Caravan
– 500-5000 x marble block

Gold Caravan
– 250-2500 x gold

Steel Caravan
– 500-5000 x steel

Plasteel Caravan
– 500-3000 x plasteel

Uranium Caravan
– 250-3000 x uranium

Jade Caravan
– 150-800 x jade


(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemPharma.png)
Walkblem Pharmaceuticals
As long as they are people, there are the Big Pharmas. Walkblem Pharmaceuticals is definitely the go to place for all your medical supply needs. Medicine, Drugs or Body Parts – they have them all! (Bionics included!)

Medicines Caravan
– 50-1000 x medicine of 3 types

Drugs Caravan
– 10-1000 x gojuice
– 10-1000 x wakeup
– 100-1000 x psychite tea
– 10-1000 x yayo
– 10-1000 x flake
– 10-1000 x penoxycline

Bodyparts and Bionics Caravan
– 5-15 x natural body parts of 4 types (mainly organs)
– 5-25 x artificial body parts of 11 types
– 3-12 x PowerClaw
– 2-5 x Archotech Eye
– 2-5 x Archotech Arm
– 2-5 x Archotech Leg
– 2-10 x Joywire
– 2-10 x Painstopper


(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemTechnologies.png)
Walkblem Technologies
They are amongst the giants of the great technological firms in the Glitter Worlds. The company venture into the Rim Worlds as they seek to fill up the market gaps that exists in this new frontier, as the lack of glitter tech products in the region promises great profits and rewards for the company. If you need hard to find or produced products like components, chemfuels, neutroamine, hi-tech fabrics, AI Core, Neurotrainer or simply some nice electronics for your comfort – Walkblem Technologies is the key!

Components Caravan
– 150-800 x industrial component
– 100-300 x spacer component

Chemfuel Caravan
– 1000-5000 x chemfuel

Neutroamine Caravan
– 500-3000 x neutroamine

Hyperweave Caravan
– 1000-2500 x hyperweave

Synthread Caravan
– 2500-5000 x synthread

Persona Core Caravan
– 2-5 x AI persona core
– 5-25 x techprof subpersona core

Mechanite Caravan
– 5-25 x mech serum neurotrainer
– 5-25 x mech serum healer
– 5-10 x mech serum resurrector
– 100-1000 x luciferium

Experimental Weapon Caravan
– 10-25 x psychic insanity lance (one-use berserk lance – thru wall)
– 10-25 x psychic shock lance (one-use brain damage)
– 10-25 x psychic animal pulser (one-use all animal on map manhunting rage)
– 2-10 x orbital bombardment targeter
– 2-10 x orbital power beam targeter
– 2-10 x tornado generator
– 1-10 x walkblem power armor helmet
– 1-20 x walkblem smokepop belt
– 1-10 x walkblem power armor
– 1-10 x walkblem exo suit
– 1-10 x walkblem gunblade
– 1-3 x walkblem charge sniper rifle
– 1-15 x walkblem charge rifle

Experimental Technology Caravan
– 5-10 x psychic emanator (improve mood of people nearby)
– 2-10 x vanometric power cell (resource-free power)
– 2-10 x infinite chemreactor (self producing chemfuel)
– 10-25 x psychic soothe pulser (one-use temporary mood boost to all on map)



(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemMilitary.png)
Walkblem Military Industrial Complex
Among the very first of the companies under Walkblem Galactic Holdings to venture into the RimWorlds, this notorious corporation had been supplying arms to both the light and the dark forces without reservations. Lawsuits are still underway for the alleged supplying of arms to pirates and incite wars on multiple planets, WMIC continues to be the primary supplier of high grade military weapons in the region. Modern firearms, or medieval weaponry, advanced armor or base defense turrets – they have them all!

Guns Caravan
– 5-25 x ranged weapons (minus medieval/tribal types) of 16 types

Medieval Weapons Caravan
– 5-25 x ranged weapons (medieval/tribal types) of 4 types
– 5-25 x melee weapons (medieval/tribal types) of 7 types

Armor and Grenade Caravan
– 5-25 x grenades of 3 types
– 5-20 x plate armor
– 5-20 x flak vest
– 5-20 x flak pants
– 5-20 x flak jacket
– 1-10 x power armor
– 5-20 x simple helmet
– 10-40 x advanced helmet
– 1-10 x power armor helmet
– 1-10 x shield belt
– 1-10 x smokepop belt

Survival Food Caravan
– 1000-3000 x pemmican
– 500-2500 x survival meal pack

Turret and Shells Caravan
– 50-500 x high explosive shell
– 50-500 x incendiary shell
– 50-500 x emp shell
– 50-500 x firefoam shell
– 10-25 x antigrain warhead shell
– 2-10 x mini turret
– 2-10 x autocannon turret
– 2-10 x sniper turret
– 2-10 x mortar turret
– 5-50 x spike trap



(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemTradings.png)
Walkblem Galactic Tradings
The best friend to all colonies and industrial upstarts in the RimWorlds, these are the guys that help to bring your products to the mass markets of the Glitter Worlds. Extremely resourceful at find buyers for all kind of products, they are willing to buy anything you are able to offer them, in exchange for the vital silver coins that everyone needs to be part of the great trading economy. If you intend to mass produce products, and you are looking for a buyer with the deep pockets to buy them all – there can be no one else than Walkblem Galactic Tradings.

Galactic Trading Buyers Caravan
– 10000-50000 x silver
– buys anything from you

Cloth Caravan
– 5500-12000 x cloth
– 1000-3000 x devilstrand cloth

Glitter Products Caravan
– 500-2500 x chocolate
– 500-2500 x beer
– 1-5 x tube television
– 1-5 x flatscreen television
– 1-5 x megascreen television
– 1-5 x telescope
– 5-25 x heater
– 5-25 x battery
– 5-10 x deep drill
– 5-10 x multi analyzer
– 5-10 x tool cabinet
– 5-10 x vitals monitor

--------

BACKSTORY: WALKBLEM GALACTIC CORPORATION
Walkblem Galactic Corporation (the parent company to all these Walkblem corporation) is a galactic wide conglomerate that is already among the most powerful corporations in the glitterworld.

Assessing that the newly discovered systems of the RimWorlds as perfect untapped market to venture into, Walkblem Galactic Corporation decreed all its subsidiaries to enter into the RimWorlds during the A17 years – to dominate the markets and control the entire economy of these "freezones".

So they started doing mining, farming and selling stuffs from the glitterworld and from their own factories. Caravaning however, is like an afterthought – so they started off using local mercenaries and muffalos to do the transportation of goods to trade with distant colonies.

But unexpectantly, the colonies started robbing the super rich caravans. In reaction, the Walkblem Corporations sent in their private army – the Walkblem Soldiers to replace the unreliable and "weak" mercenaries. However, while the caravans are well defended, the losses continue to mount... and proliferation of super advanced weaponry is causing huge amount of problems.

After losing trillions of silver from the loss of goods/products, high tech weaponry/equipment as well as paying compensation to the fallen soldiers' family in the A17 years, so finally, at the beginning of the B18 years, Walkblem Galactic Corporation decreed all the subsidiary companies to start using a military vehicle that was previously banned from being used in the rimworlds, called the Walkblem Heavy Armored Caravan (WHAC). The converted Walkblem Heavy Armored Infantry Carrier Vehicle, is armed with the Walkblem Charge Cannon (its like a big version of the Walkblem Charge Rifle) – to ensure that all the goods will be secure in the evil and unscrupulous world of Rimworlds.

So Walkblem Soldiers are mostly withdrew, leaving a skeleton force on each of the RimWorld Planets, and return to using the "cheap" Mercenaries as the escort force – balancing the cost of bringing and operating such heavy military weaponry to the rimworlds.

The withdrawing of Walkblem Galactic Corporation's soldiers from escort duty is not enough to avoid the massive political pressure building up in the GlitterWorlds. The corporation was then threaten with sanctions by the GlitterWorlds to only use mercenaries for escort duties and civilians for trading work, in order prevent anymore advanced weaponries falling into the wrong hands. The new limitations did not however prevent Walkblem corporations to continue the deployment of its military protect their RimWorld outposts.

But amidst the bad news, came some positive developments: Walkblem Galactic Corporation introduced a new set of uniforms that matches the technological edge and its galaxy-wide brand recognition. The new Walkblem Helmet features AI-assisted target and combat system, improving the combat capabilities of its soldiers. The new Walkblem Power Armor, now features a stronger armor while losing most of its speed enhancements. Walkblem Gunbladers receives a light version of the Walkblem Power Armor, known as the Walkblem Exo Suit, providing incredible movement speed and agility for the melee soldiers. Walkblem Charged Sniper Rifle and the Walkblem Charged Rifle both had their explosive round's explosive radius reduced to minimized collateral damages and friendly fires (rumors had it that it was to prevent sanctions for having Over Powered weapons in the Rims)

On March 21st of the B18 era, Walkblem Galactic Corporation had announced their withdrawal from the RimWorlds Accprds that regulates and prevents the introduction of heavy weaponries into the frontier systems.

In a statement by the CEO of Walkblem Galactic Corporation, MJ Lim declares his disdain for all the hypocrisy of the GlitterWorlds establishments, where restrictions and shifting regulations had severely hurt the interest of the mega corporation. According to the spirit of the accord, corporations like Walkblem Corporations are forbidded from introducing advanced weaponry into the RimWorlds, to prevent war and violence. However, according the MJ Lim, he accused the GlitterWorlds of taking a blind eye on the fact that RimWorld is already full of wars and violence, not to mention that advanced weaponries had been introduced by multiple factions from the GlitterWorlds – while Walkblem Corporation is limited in its ability to defend their employees and properties.

Thus Walkblem Galactic Corporation had decided to bypass the regulations, and introduce military vehicles that Walkblem Corporations had used during the previous 2 wars.

CEO, MJ Lim reiterate the stand of Walkblem Corporations, as well as a thinly veiled threat against the GlitterWorlds governments, "We don't want to deal with politics, but don't fuck with us!"

In a separate press release, Walkblem Galactic announces that they will be militarising all Walkblem Corporations across the entire galaxy, to secure their facilities and businesses, as well as the complete activation of their military force to discourage the GlitterWorlds governments from doing something silly. They also announced the sale of Walkblem Vehicles via the Walkblem Military Corporations (walk in sale only) and that they will no longer use mercenaries, but instead deploy their standing military forces to all the stations and duties. Walkblem Galactic also warns against any pirates or factions that dares to attack their caravans, promising a swift and violent end to those who would dare.

In B18 era, Walkblem Corporations remain as the most powerful corporation operating in the RimWorlds, with no true competition to rival its monopoly of the RimWorld economy.

But at the turn of RW1.0 era, Walkblem Galatic declares a sudden emergency.

As the crisis between Walkblem Galactic Corporation and the GlitterWorlds governments continues over the withdrawal from the RimWorlds Accords that regulates and prevents the introduction of heavy weaponries into the frontier systems, CEO of Walkblem Galactic Corporation, MJ Lim suddenly gave a chilling emergency press conference at the turn of the age to RW1.0.

In the press conference by the CEO of Walkblem Galactic Corporation, MJ Lim, where he left without answering any questions after his statements, he told the reporters and media on site that a number of his corporations had became uncontactable. While that happened, a serious security breach happened at one of the major armory and countless amount of weapons, vehicles and ammunition had been stolen by unknown perpetrators. MJ Lim also mentioned that, despite the disagreement and tension with the GlitterWorld governments, his corporation had immediately informed them of the details of the unfolding crisis, and had advised all GlitterWorld governments to take appropriate security measures.

CEO, MJ Lim reassures that Walkblem Galactic will spare no expense to find out what happened to the uncontactable corporations, and will inform the public of the latest news and developments when available.

In a separate press release, Walkblem Galactic announces that they will continue the full activation of their military force in light of the armory breach, and had advise all units to step up their readiness to prepare for any unexpected circumstances. Walkblem Galactic again reiterate their warning against any pirates or factions that dares to attack their caravans, promising a swift and violent end to those who would dare.

———-

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-trading-economy-3-1/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0

ADVANCED ANIMALS FRAMEWORKS Required: https://steamcommunity.com/sharedfiles/filedetails/?id=1336991209
JECTOOLS Required: https://ludeon.com/forums/index.php?topic=32868.0
GIDDYUP! Recommended: https://ludeon.com/forums/index.php?topic=37323.0

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

———-

VER 3.0 DEVELOPER'S NOTE
This is a really difficult update, as the update to the game since B19 had really forced a lot of changes to the codes... And as Trading Economy mod is dependent on the Advanced Animal Framework, the framework had to be updated to.

But after all the difficulty and hardship, I think I managed to improved the AI of the Walkblem vehicles and the vehicles are a little more "controllable"; and more responsive to enemies.

Anyway have fun!

———-

CHANGELOG VER 3.1
– Resolved Walkblem Vehicle body part should not be hit-able red errors
– Resolved previously unknown mistake, where Walkblem Artillery combat force is 10 times more likely to be spawned than others types

CHANGELOG VER 3.0
– Updated mod to RW1.0
– Reworked all the caravans.
– Added 2 caravans types to the Trading faction
– Reworked Walkblem Vehicle AI (via Advanced Animal Frameworks)
– There is an infinite Group.AI loop bug when you use Walkblem Vehicles to attack enemy outpost. It doesnt break the game though. Meanwhile, just ignore it.

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Title: Re: [A17] Trading Economy Ver1.0
Post by: Apposl on September 08, 2017, 09:39:14 PM
Downloading and can't wait to try it out!
Title: Re: [A17] Trading Economy Ver1.0
Post by: WalkingProblem on September 08, 2017, 09:41:22 PM
Quote from: Apposl on September 08, 2017, 09:39:14 PM
Downloading and can't wait to try it out!

Do try it! Its basically a simple mod that add factions that actually sell us things we want.

Let me know how it goes for you, as well as any mod incompatibility or require any addon for any mods that you like.
Title: Re: [A17] Trading Economy Ver1.0
Post by: Canute on September 09, 2017, 03:56:09 AM
Great idea !

Whats about the prices ?
It is possible to gain some profit when i am going to buy food from a Agricultural Conglomerate outpost and get them to some other non Agricultural Conglomerate outpost at example ?
Title: Re: [A17] Trading Economy Ver1.0
Post by: Mufflamingo on September 09, 2017, 05:49:26 AM
Yeah. What Canute said. Can we actually buy low at place A and sell high at place B?
Title: Re: [A17] Trading Economy Ver1.0
Post by: SpaceDorf on September 09, 2017, 07:01:28 AM
Useful Traders ?

Do you have no shame at all ?
Title: Re: [A17] Trading Economy Ver1.0
Post by: WalkingProblem on September 09, 2017, 08:44:40 AM
Quote from: Canute on September 09, 2017, 03:56:09 AM
Great idea !

Whats about the prices ?
It is possible to gain some profit when i am going to buy food from a Agricultural Conglomerate outpost and get them to some other non Agricultural Conglomerate outpost at example ?

Quote from: Mufflamingo on September 09, 2017, 05:49:26 AM
Yeah. What Canute said. Can we actually buy low at place A and sell high at place B?

I dun think so. Because RimWorld's game mechanic does not take the AI pawn's "talking" ability into account when comes to trading.

But the mod is encouraging is for you to buy wood from the corporation and make furnitures out of them, and then sell it at a higher price to place B or the Galactic Tradings

Quote from: SpaceDorf on September 09, 2017, 07:01:28 AM
Useful Traders ?

Do you have no shame at all ?

A little bit. LMAO


------------

I have decided to work on the next update: to provide unique super soldiers armed guards to all the caravans - in order to prevent abuse and evil pirates that decides to raid all these rich rich caravans.
Title: Re: [A17] Trading Economy Ver1.0
Post by: CookieWizard on September 09, 2017, 10:00:12 AM
Looks neat. Sadly, at first when I read the name I thought this mod would do something along the lines of consistent trade routes with pre-existing factions.
Title: Re: [A17] Trading Economy Ver1.0
Post by: Canute on September 09, 2017, 10:07:26 AM
Yeah some kind of trade agreement routes.
Every season begin a caravan arrive, grab x ItemA and drop y ItemB, sleep overnight and leave at the morning, no trading.
Title: Re: [A17] Trading Economy Ver1.0
Post by: IWannaChaos on September 09, 2017, 12:59:10 PM
Nice mod, is there a faction that sells prisoners?
Title: Re: [A17] Trading Economy Ver1.0
Post by: WalkingProblem on September 09, 2017, 06:48:48 PM
Quote from: Canute on September 09, 2017, 10:07:26 AM
Yeah some kind of trade agreement routes.
Every season begin a caravan arrive, grab x ItemA and drop y ItemB, sleep overnight and leave at the morning, no trading.


Quote from: CookieWizard on September 09, 2017, 10:00:12 AM
Looks neat. Sadly, at first when I read the name I thought this mod would do something along the lines of consistent trade routes with pre-existing factions.

Perhaps someday? Things have to begin somewhere.  =P

As for consistent trade routes w existing factions - the problem with this is the lack of a general concept of resources distribution on the world map - and the very fact that nothing really actually happens beyond your own colony in the game.

For example, there is nothing to suggest that this tribal village would actually have something that they want to sell, which you do not already have; or that outlander town would have a surplus of a certain thing which you actually wants. This entire situation will compound when you add in mod factions. Orassan caravan coming to you just to sell timber? It would be pretty hard to reconcile all these and complicate the entire games design (or rather mod design).

My current thought is more of creating a global price index of every single thing there is in the game, and there will be incidents/event driven situation that will create massive or some price changes to certain items.

For example, massive forest fire on the one region of the planet has caused wood prices to go up by 25% for a year. Or, gold was struck by a certain faction, causing a massive influx of newly mined gold, causing the price of gold to fall by 50%. Or, war on a nearby planet had create a surge in demand for weaponry or mortar shells, all weaponry/mortar shells now doubles in value.

But the above is not easy to make, it will take sometime before I figure a way to make it happen.

----------

Quote from: IWannaChaos on September 09, 2017, 12:59:10 PM
Nice mod, is there a faction that sells prisoners?

Current there isnt.

RimSlaves' Walkblem Slavers occasionally sell some prisoners, but very few and far between.
Title: Re: [A17] Trading Economy Ver1.0
Post by: Iwillbenicetou on September 09, 2017, 10:47:33 PM
This is so OP, but so useful and helps so much
Title: Re: [A17] Trading Economy Ver1.0
Post by: Canute on September 10, 2017, 03:29:16 AM
QuoteAs for consistent trade routes w existing factions - the problem with this is the lack of a general concept of resources distribution on the world map - and the very fact that nothing really actually happens beyond your own colony in the game.
What do you think all these outpost do. They got ton of fresh stuff each season.
Or where does all the stuff from caravans comes from ?

It is more a balance about how much stuff could be able to trade and the price modifier.
- Trade routes only with faction with very good relations 75/90/100.
- Trade volume max. 25%/50% of one of their outpost silver.
- Trade price modi. a bit more then your own caravan would trade at their outpost, but less if their caravan would come to you for a trade.
- Silver isn't a tradegood in this case, you allways need to trade potatos for steel at example.

Title: Re: [A17] Trading Economy Ver1.0
Post by: AngleWyrm on September 10, 2017, 07:26:49 AM
Quote from: Walking Problem on September 09, 2017, 06:48:48 PM
...there is nothing to suggest that this tribal village would actually have something that they want to sell, which you do not already have; or that outlander town would have a surplus of a certain thing which you actually wants. This entire situation will compound when you add in mod factions. Orassan caravan coming to you just to sell timber? It would be pretty hard to reconcile all these and complicate the entire games design (or rather mod design).

A suggestion for improvement on this missing aspect of world gen
Every faction base has at least data storage of it's location and type, yeah? So there is a data structure which is stored in the game save file.

Extend that data storage to include supply streams, measured in units/quarterYear. Positive values indicate a surplus available for sale, and negative values indicate a shortage or need to fulfill. For example, a village might have a wood supply stream of +1000 wood/quarter beyond what they consume, and a supply stream of -10 paintings/quarter.

Maybe it's not an exhaustive list, just a small set of unusual circumstances for that village that shift their ability to buy/sell some products.

Title: Re: [A17] Trading Economy Ver1.0
Post by: WalkingProblem on September 10, 2017, 09:54:15 AM
Quote from: Canute on September 10, 2017, 03:29:16 AM
QuoteAs for consistent trade routes w existing factions - the problem with this is the lack of a general concept of resources distribution on the world map - and the very fact that nothing really actually happens beyond your own colony in the game.
What do you think all these outpost do. They got ton of fresh stuff each season.
Or where does all the stuff from caravans comes from ?

It is more a balance about how much stuff could be able to trade and the price modifier.
- Trade routes only with faction with very good relations 75/90/100.
- Trade volume max. 25%/50% of one of their outpost silver.
- Trade price modi. a bit more then your own caravan would trade at their outpost, but less if their caravan would come to you for a trade.
- Silver isn't a tradegood in this case, you allways need to trade potatos for steel at example.

How do I visualise the trade routes idea? Because I dun think it exist in the game right now, nor do I think it really adds much to the game - there is no point of a commercial entity to keep visiting your colony when your colony do not really have anything to sell. The current mechanism of "request when you need, if you have spare money to pay for the caravan"  or "i rather send my own caravan to save money" works perfectly.

Trade volume cannot be changed unless I have to hack the game engine - which I might break things or cause mod incompatility issue. Its mainly just a random number picked by the game based on a range I set.

Trade price modifier - Any idea what is the numbers now in the vanilla game? The concept that going to them to buy stuff is more expensive than caravan do not make sense. In real life, if you go to the wholesaler, it will always be cheaper than you request for a delivery or buying it through a 3rd party.

Silver is the currency in the game. For the 5 factions that sells stuffs, they have no interest in bartering. (try buying an iphone with a sack of potatoes... they will kick you out of the apple store : corporations only wants cash). Thus this is exactly where "the balancing" comes - colonies are usually not silver-rich/cash-rich - thus its not easy to "abuse" the system. The only way to gain more cash/silver, is to farm, mine, craft and sell your produce to the Trading Corporation, the only corporation out of the 6 there is willing to help bring your products to "mass market".

Quote from: Iwillbenicetou on September 09, 2017, 10:47:33 PM
This is so OP, but so useful and helps so much

It isnt really that OP, if you do not use the Dev Mode to spawn the trade caravans.

The only problem with the mod in my opinion now is the caravans are way too unprotected for the amount of wealth they carrying. Apparently vanilla units like mercenaries are just insufficient to effectively protect the caravan.

Quote from: AngleWyrm on September 10, 2017, 07:26:49 AM
A suggestion for improvement on this missing aspect of world gen
Every faction base has at least data storage of it's location and type, yeah? So there is a data structure which is stored in the game save file.

Extend that data storage to include supply streams, measured in units/quarterYear. Positive values indicate a surplus available for sale, and negative values indicate a shortage or need to fulfill. For example, a village might have a wood supply stream of +1000 wood/quarter beyond what they consume, and a supply stream of -10 paintings/quarter.

Maybe it's not an exhaustive list, just a small set of unusual circumstances for that village that shift their ability to buy/sell some products.

The issue with this is, the trade caravans generated from the vanilla factions do not coincide with what ever is happening at their "colony".

For example, trade caravans never mentions from which location it came from.

Another example is how, when you are a few years into the game, where every raid is hundreds of raiders - where does these population of human beings come from? When you raid a village or town - they usually do not have that many ppl in a single village/town.

Thus while it seems awesome to make every town/village have their own key products - it actually hardly adds anything to the game. Thus my solution was simply to add factions that actually sells things we need, than to depend on the village and towns. But I fully welcome any other modders who can make this happen (every town/village have their own key products) - I currently do not think have the coding ability yet to make this happen.

=\
Title: Re: [A17] Trading Economy Ver1.0
Post by: Expresso on September 10, 2017, 11:45:51 AM
Do you always need the caravans you create? Or they can come alone?
Title: Re: [A17] Trading Economy Ver1.0
Post by: WalkingProblem on September 10, 2017, 12:49:55 PM
Quote from: Expresso on September 10, 2017, 11:45:51 AM
Do you always need the caravans you create? Or they can come alone?

It works exactly as the normal caravans already in the game.

The only difference is that these factions actually sells things that you need. So for example you are living on ice sheets and you need wood, you can contact the Agricultural corporation to send a lumber caravan to you (which you have to pay the standard request for caravan fee); or you can send a caravan to the nearest Agricultural corporation to buy the lumber yourself.

The mod actually just make things a little more convenient, but it does not break the game balance, since you probably wont have enough silver to buy literally anything you want, or to even request for a caravan if you are in your first year.

People are complaining about balancing and OP, had not really played with the mod. Using the dev mode to call the caravans of course will always feel OP.

----

I am currently working on improving the defense of the caravans, so people cannot just raid the incoming caravans easily and become rich overnight.
Title: Re: [A17] Trading Economy Ver1.1 - Now Escorted With Super Soldiers!
Post by: WalkingProblem on September 10, 2017, 04:36:07 PM
Trading Economy Ver1.1 Released!

(http://walkingproblem.com/wp-content/uploads/2017/09/preview1.1.png)

– Added Walkblem Soldiers
– Added Walkblem Charge Rifle (not for sale)
– Added Walkblem Charge Sniper Rifle (not for sale)
– Replaced escorts of Walkblem Corps' caravan with Walkblem Soldiers
– Reduced starting Goodwill of Walkblem Corps factions to 0~50
– Reduced amount of silvers brought by Walkblem Galactic Trading Corporations

----------

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/2017/09/11/trading-economy-1-1-released/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
FACEBOOK DISCUSSION GROUP: http://fb.com/groups/walkingproblemstudios/
Title: Re: [A17] Trading Economy Ver1.0
Post by: CookieWizard on September 10, 2017, 04:52:11 PM
Quote from: Walking Problem on September 09, 2017, 06:48:48 PM
Quote from: Canute on September 09, 2017, 10:07:26 AM
Yeah some kind of trade agreement routes.
Every season begin a caravan arrive, grab x ItemA and drop y ItemB, sleep overnight and leave at the morning, no trading.


Quote from: CookieWizard on September 09, 2017, 10:00:12 AM
Looks neat. Sadly, at first when I read the name I thought this mod would do something along the lines of consistent trade routes with pre-existing factions.

Perhaps someday? Things have to begin somewhere.  =P

As for consistent trade routes w existing factions - the problem with this is the lack of a general concept of resources distribution on the world map - and the very fact that nothing really actually happens beyond your own colony in the game.

For example, there is nothing to suggest that this tribal village would actually have something that they want to sell, which you do not already have; or that outlander town would have a surplus of a certain thing which you actually wants. This entire situation will compound when you add in mod factions. Orassan caravan coming to you just to sell timber? It would be pretty hard to reconcile all these and complicate the entire games design (or rather mod design).

My current thought is more of creating a global price index of every single thing there is in the game, and there will be incidents/event driven situation that will create massive or some price changes to certain items.

For example, massive forest fire on the one region of the planet has caused wood prices to go up by 25% for a year. Or, gold was struck by a certain faction, causing a massive influx of newly mined gold, causing the price of gold to fall by 50%. Or, war on a nearby planet had create a surge in demand for weaponry or mortar shells, all weaponry/mortar shells now doubles in value.

But the above is not easy to make, it will take sometime before I figure a way to make it happen.

----------

Quote from: IWannaChaos on September 09, 2017, 12:59:10 PM
Nice mod, is there a faction that sells prisoners?

Current there isnt.

RimSlaves' Walkblem Slavers occasionally sell some prisoners, but very few and far between.

Worry not, I'm under no illusion that the changes needed for permanent trade routes would be easy. One of the things I hope Rimworld does before (or on) 2.0 is adding further faction mechanics and events around the world. Right now they're just sort of there to interact with you and don't really do anything. Maybe one day!
Title: Re: [A17] Trading Economy Ver1.1 - Now Escorted With Super Soldiers!
Post by: XeoNovaDan on September 10, 2017, 08:37:34 PM
I posted this on Steam, but I'm also posting this here: My opinion on this entire mod, and a brief dissection of how imbalanced it is. Thankfully this has a 20,000 character limit versus Steam's 999 character limit, so I don't have to break my 6,379 character mini-essay into many small parts:

When I first saw this mod, the title make me expect something that would simulate supply/demand (even as little as value multipliers that slowly fluctuate over time on a per-faction basis) at the very least, maybe diversify currency types across multiple cultures, fluctuating currency values. Possibly the first Walking Problem mod that I'd buy in to because it'd enrich gameplay in an area that desperately needs fleshing out. Safe to say, disappointment soon crept upon me as soon as I took a further look in, but that's not the worst part.

The worst part is that this mod adds caravans, with astronomical amounts of wealth, packed upon vulnerable muffalo, easy for the player's pickings; up to 5 million silver (average 2.55m) for the buying caravans, and even well into the hundreds of thousands for selling caravans in terms of item wealth! To put that into perspective, most mid-game colonies will probably have a total wealth of 100-200 thousand silver. My 25-year vanilla Alpha 15 colony, so extreme end-game, was only 2 million silver in terms of total wealth.

Considering how well-made (mechanically speaking) some of your other mods are such as Minions and Smurferim, safe to say I wasn't expecting an implementation as cheap as this. Ludicrously lucrative caravans, and a ton of extra factions for reduced save-friendliness already places this mod amongst my least appealing list, and I'm very critical when it comes to balance - although admittedly, I'm only recently putting my opinions forwards.

Now with v1.1, each caravan's accompanied by a group of supersoldiers that have this ridiculously overpowered 'Walkblem' gear. Sure enough, taking an initial look, this gear was indeed very powerful, so I decided to conduct the ultimate experiment: five trigger-happy level 20 pawns, in full legendary power armour, with legendary charge rifles, behind a double layer of sandbags versus... one level 6 standard pawn, with good quality (average for caravan guard) Walkblem armour, and a good quality Walkblem charge rifle (the more OP of the two weapons), behind rock chunks. Here's the test setup: https://i.gyazo.com/f6e62fd53e9e7093a9ac8d6ffafce25b.jpg

The results: the 1 pawn was, of course, overwhelmed by the sheer numbers of bullets flying at them, but they were still able to down 1 or 2 of the vanilla supersoldiers. Taking this experiment further, I only had 4 of the vanilla supersoldiers fire at the Walkbem-geared pawn, while I micromanaged the Walkbem pawn as much as possible, except the results this time around were a clear contrast: the single 'medicore' Walkbem unit was able to consistently beat the 4 legendary vanilla supersoldiers, while only typically getting up to around 50-60% pain. I repeated these combinations, and the aforementioned results for both 5v1 and 4v1 actually happened consistently. Therefore, it's safe to say that 1 mediocre Walkbem guard is roughly as powerful as 4.5 near-absolute top tier, legendary-geared, godlike vanilla pawns.

So with guards with gear as powerful as that, along with the significant silver cuts for the caravans; the entire balance implications with v1.0 are gone, right? Well, while many of v1.0s issues are gone, v1.1 brings its own equally ugly balance implications, of course relating to that coveted gear that all Walkbem corporation caravan guards are lugging around!

First and foremost, all Walkbem gear can actually be produced at conventional workbenches, only requiring what researches their 'vanilla counterparts' need to also be produced. While yes, the plasteel and component costs are high; the former can easily be solved by mid-late game mechanoid raids and deep drilling, and what's 50 components for an OP rifle now that they're so easily-accessible with the plethora of caravans that this mod introduces, especially with your shiny new economy!

However, there's arguably a significantly easier method of acquiring a specimen or two of this gear. Have you been eyeballing that lonely psychic animal pulser that's been gathering dust in the corner? Because that is the very method I'm talking about.

So, basic psychic pulser mechanics: pawn press button, pulser send waves, animals go cuckoo, animal attack human. All you need to do is designate a zone for your animals, then wall that zone in so that when you activate your pulser, the animals can't actually go rampant, thus preventing them being harmed. Next, all of your colonists go into another room, which you then wall off, but don't forget to bring out that animal pulser! Once all of the preparatory steps are done, get that pulser finger ready.

That Walkbem armour & weapon caravan, with its *muffalo* and OP troops, are unsuspectingly heading towards your not-at-all conspicuous wall setup. I'd recommend waiting until there's a Walkbem soldier next to a muffalo, preferably with a Walkbem Charge Rifle as that's the more overpowered of the two weapons. Once the above condition is met, press that button as hard as you can and let all hell break loose, while your colonists and your colony's animals are in the safety of their secluded 'shelters'!

Once the dust clears, you should find...
A) Some precious Walkbem death machines, ready to be repurposed
B) The majority of, if not all of the caravan's merchandise on the floor, fresh for the picking
C) Animals everywhere, so your colony will never have to worry about food again
D) Mountains being dug out by the explosive power of the Walkbem weapons

So now that you've got a ginormous wealth spike from the muffalo that were felled by Pandora's rifles, as well as all of the firepower you'll ever need to compensate for that and then some, you've basically won the game! All for a relatively small investment of 1200 silver.

Fun fact: two poorly-skilled pawns were able to single-handedly take over a pirate outpost, sustaining only one or two injuries between eachother, both with Walkbem weapons acquired using the method above. Anyways, I beg to digress.

In all seriousness, this mod has so much potential. Such a great concept which many players would want, and that's shown by how many views this mod has raked in, in such a short period of time! However, the execution at this stage is, quite frankly, too flawed to be appealing based on the points above. I'm hoping that this improves over time though, but in the state that this mod is in, I simply can't recommend it.

GG no re.
Title: Re: [A17] Trading Economy Ver1.1 - Now Escorted With Super Soldiers!
Post by: faltonico on September 10, 2017, 10:26:17 PM
If you don't like it, don't use it.
Don't try to smear it with your sense of balance, that you somehow think inherited from Tynan.
Title: Re: [A17] Trading Economy Ver1.1 - Now Escorted With Super Soldiers!
Post by: WalkingProblem on September 10, 2017, 11:35:03 PM
Quote from: faltonico on September 10, 2017, 10:26:17 PM
If you don't like it, don't use it.
Don't try to smear it with your sense of balance, that you somehow think inherited from Tynan.

Nah, dun say that. XeoNovaDan is pointing out really good points, which I am still in the process of ironing out.

------

(http://walkingproblem.com/wp-content/uploads/2017/09/preview1.2.png)

VER 1.2 DEVELOPER'S NOTE
A quick patch to the 1.1, as serious vunerabilities was reported by players regarding how wild animals can easily cause huge friendly fire problems. As a result, trade caravans are now protected by GunBladers and Snipers. Walkblem Charge Sniper Rifle and Walkblem Charge Rifle are nerfed as well. Charge Rifles no longer have explosive rounds, Sniper Rifles explosion is reduced. All Walkblem weapons will also self-destruct on drop, to prevent OP weapons falling into players hands. Unintended error of the Walkblem Rifles being able to be crafted is also amended to be not craftable. I have also nerfed the amount of goods brought in by the caravans, as well as drastically reducing further the amount of money brought by the Galactic Tradings Corporation. The caravans will now no longer be worth raiding. If you have more products to sell/buy, then you should send your own caravans.

VER 1.2 CHANGELOG:
– Added Walkblem Gunbladers
– Walkblem's caravans are now protected by Walkblem Gunbladers and Walkblem Snipers
– Walkblem Soldier will only appear in Walkblem raids
– Walkblem weapons will all self destruct on drop
– Walkblem Charge Rifle will no longer have explosive rounds
– Walkblem Sniper Rifle's explosive round is now smaller in explosive radius
– All caravans now carries significantly lesser wealth.
– Walkblem weapons and apparels should not be craftable or purchase-able.

------------

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-ver1-2/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
FACEBOOK DISCUSSION GROUP: http://fb.com/groups/walkingproblemstudios/
Title: Re: [A17] Trading Economy Ver1.2 - Now Nerfed!!!
Post by: WalkingProblem on September 10, 2017, 11:44:39 PM
So my conclusion was that, by trying so hard to give the players a good trading platform (getting caravans that can sell you or buy literally everything you need at almost any amount you would literally need) is breaking the game and virtually impossible to balance.

As caravans will always have vulnerabilities somehow or another, and replacing muffalos with a armored vehicle, at the current juncture, will cause mod conflicts as I will need to replace the biomedefs.

So the only way is to massively nerf the caravans, and the players will have to send their own caravans to the corporations themselves, if they need stuffs in bigger quantity or they have so much goods to sell that Walkblem Tradings' caravans would not be able to purchase everything.

------

As for the super soldiers, the weapons are now all hidden away and destroy on drop. These are original "stop-gap" in nature.

There are currently 3 different Walkblem soldiers: charge rifle, sniper and gunblader.

Charge Rifle is still a powerful rifle in the game (minus other mods) even after nerfing it and removing its explosive rounds. Gunbladers are somewhat OP in term of melee wise.

These Walkblem soldier may be further tweaked in the future if there are still more complains.

If I can "balance" it proper, I may allow these weapons for sale by the Walkblem Military Industrial Complex. But currently no, as its not a "final product" - more like "experimental weapons & armors"

By the way, none of the walkblem gears should be for sale or craftable. If anyone see it is for sale or craftable, please let me know.
Title: Re: [A17] Trading Economy Ver1.1 - Now Escorted With Super Soldiers!
Post by: WalkingProblem on September 11, 2017, 12:06:24 AM
Quote from: XeoNovaDan on September 10, 2017, 08:37:34 PM
I posted this on Steam, but I'm also posting this here: My opinion on this entire mod, and a brief dissection of how imbalanced it is. Thankfully this has a 20,000 character limit versus Steam's 999 character limit, so I don't have to break my 6,379 character mini-essay into many small parts:

When I first saw this mod, the title make me expect something that would simulate supply/demand (even as little as value multipliers that slowly fluctuate over time on a per-faction basis) at the very least, maybe diversify currency types across multiple cultures, fluctuating currency values. Possibly the first Walking Problem mod that I'd buy in to because it'd enrich gameplay in an area that desperately needs fleshing out. Safe to say, disappointment soon crept upon me as soon as I took a further look in, but that's not the worst part.

The worst part is that this mod adds caravans, with astronomical amounts of wealth, packed upon vulnerable muffalo, easy for the player's pickings; up to 5 million silver (average 2.55m) for the buying caravans, and even well into the hundreds of thousands for selling caravans in terms of item wealth! To put that into perspective, most mid-game colonies will probably have a total wealth of 100-200 thousand silver. My 25-year vanilla Alpha 15 colony, so extreme end-game, was only 2 million silver in terms of total wealth.

Considering how well-made (mechanically speaking) some of your other mods are such as Minions and Smurferim, safe to say I wasn't expecting an implementation as cheap as this. Ludicrously lucrative caravans, and a ton of extra factions for reduced save-friendliness already places this mod amongst my least appealing list, and I'm very critical when it comes to balance - although admittedly, I'm only recently putting my opinions forwards.

Now with v1.1, each caravan's accompanied by a group of supersoldiers that have this ridiculously overpowered 'Walkblem' gear. Sure enough, taking an initial look, this gear was indeed very powerful, so I decided to conduct the ultimate experiment: five trigger-happy level 20 pawns, in full legendary power armour, with legendary charge rifles, behind a double layer of sandbags versus... one level 6 standard pawn, with good quality (average for caravan guard) Walkblem armour, and a good quality Walkblem charge rifle (the more OP of the two weapons), behind rock chunks. Here's the test setup: https://i.gyazo.com/f6e62fd53e9e7093a9ac8d6ffafce25b.jpg

The results: the 1 pawn was, of course, overwhelmed by the sheer numbers of bullets flying at them, but they were still able to down 1 or 2 of the vanilla supersoldiers. Taking this experiment further, I only had 4 of the vanilla supersoldiers fire at the Walkbem-geared pawn, while I micromanaged the Walkbem pawn as much as possible, except the results this time around were a clear contrast: the single 'medicore' Walkbem unit was able to consistently beat the 4 legendary vanilla supersoldiers, while only typically getting up to around 50-60% pain. I repeated these combinations, and the aforementioned results for both 5v1 and 4v1 actually happened consistently. Therefore, it's safe to say that 1 mediocre Walkbem guard is roughly as powerful as 4.5 near-absolute top tier, legendary-geared, godlike vanilla pawns.

So with guards with gear as powerful as that, along with the significant silver cuts for the caravans; the entire balance implications with v1.0 are gone, right? Well, while many of v1.0s issues are gone, v1.1 brings its own equally ugly balance implications, of course relating to that coveted gear that all Walkbem corporation caravan guards are lugging around!

First and foremost, all Walkbem gear can actually be produced at conventional workbenches, only requiring what researches their 'vanilla counterparts' need to also be produced. While yes, the plasteel and component costs are high; the former can easily be solved by mid-late game mechanoid raids and deep drilling, and what's 50 components for an OP rifle now that they're so easily-accessible with the plethora of caravans that this mod introduces, especially with your shiny new economy!

However, there's arguably a significantly easier method of acquiring a specimen or two of this gear. Have you been eyeballing that lonely psychic animal pulser that's been gathering dust in the corner? Because that is the very method I'm talking about.

So, basic psychic pulser mechanics: pawn press button, pulser send waves, animals go cuckoo, animal attack human. All you need to do is designate a zone for your animals, then wall that zone in so that when you activate your pulser, the animals can't actually go rampant, thus preventing them being harmed. Next, all of your colonists go into another room, which you then wall off, but don't forget to bring out that animal pulser! Once all of the preparatory steps are done, get that pulser finger ready.

That Walkbem armour & weapon caravan, with its *muffalo* and OP troops, are unsuspectingly heading towards your not-at-all conspicuous wall setup. I'd recommend waiting until there's a Walkbem soldier next to a muffalo, preferably with a Walkbem Charge Rifle as that's the more overpowered of the two weapons. Once the above condition is met, press that button as hard as you can and let all hell break loose, while your colonists and your colony's animals are in the safety of their secluded 'shelters'!

Once the dust clears, you should find...
A) Some precious Walkbem death machines, ready to be repurposed
B) The majority of, if not all of the caravan's merchandise on the floor, fresh for the picking
C) Animals everywhere, so your colony will never have to worry about food again
D) Mountains being dug out by the explosive power of the Walkbem weapons

So now that you've got a ginormous wealth spike from the muffalo that were felled by Pandora's rifles, as well as all of the firepower you'll ever need to compensate for that and then some, you've basically won the game! All for a relatively small investment of 1200 silver.

Fun fact: two poorly-skilled pawns were able to single-handedly take over a pirate outpost, sustaining only one or two injuries between eachother, both with Walkbem weapons acquired using the method above. Anyways, I beg to digress.

In all seriousness, this mod has so much potential. Such a great concept which many players would want, and that's shown by how many views this mod has raked in, in such a short period of time! However, the execution at this stage is, quite frankly, too flawed to be appealing based on the points above. I'm hoping that this improves over time though, but in the state that this mod is in, I simply can't recommend it.

GG no re.

So I gonna pick up the remaining ideas/concepts that I could possible "flesh out" in the future, after removing all the parts which are just conceptual mistakes and coding errors on my side, which is resolved in 1.2.

- simulate supply/demand (even as little as value multipliers that slowly fluctuate over time on a per-faction basis) at the very least,
- maybe diversify currency types across multiple cultures,
- fluctuating currency values.

I have some ideas regarding the simulation of supply/demand of items... I'm not sure if I have the ability to code those yet. Will try someday after I'm done with another mod that I'm working on.

As for the currency - I doubt I would touch this because, the default currency in the game is silver. To create multiple version of it - I currently can't wrap my mind around how to do that... so I have to give this a pass.
Title: Re: [A17] Trading Economy Ver1.2 - Now Nerfed!!!
Post by: Canute on September 11, 2017, 03:53:03 AM
Instead of caravans, why not using drophips from
https://ludeon.com/forums/index.php?topic=31906.0
Yes that would need alot of different mechanic, but the ship can liftoff and leave at the first damage it takes.
Title: Re: [A17] Trading Economy Ver1.2 - Now Nerfed!!!
Post by: XeoNovaDan on September 11, 2017, 06:39:14 AM
Walking Problem, I'm actually glad you handled this sort of feedback so well. Props to you, sir!

I'll definitely keep an eye on this mod to see how it goes; making the Walkblem weapons no longer acquirable by players is a significant step in the right direction, without a doubt. Armour's a bit of a more complicated beast because, despite possibly being marked with the big 'D', I doubt that'll stop many people from acquiring armour that's not only notably more protective than vanilla power armour, but also having a plethora of other bonuses such as significant movespeed increases, and much improved thermal insulation for the helmet.

I look forward to see how this pans out though. Good luck!
Title: Re: [A17] Trading Economy Ver1.2 - Now Nerfed!!!
Post by: SpaceDorf on September 11, 2017, 06:40:31 AM
Quote from: Canute on September 11, 2017, 03:53:03 AM
Instead of caravans, why not using drophips from
https://ludeon.com/forums/index.php?topic=31906.0
Yes that would need alot of different mechanic, but the ship can liftoff and leave at the first damage it takes.

Not only this, you could also make your own Dropships as flying fortresses.
The Problem would be trading as far as I know it is not possible to trade directly out and into the cargo hold of the dropship. ( except the trading interface when visiting another village )

A workaround I could think of .. or maybe a general change to the mod .. would be if the caravan triggered a Space Trader Event and you had to trade via the coms console.
This way the guards become obsolete too.
Title: Re: [A17] Trading Economy Ver1.1 - Now Escorted With Super Soldiers!
Post by: AngleWyrm on September 11, 2017, 10:25:26 AM
Quote from: Walking Problem on September 10, 2017, 11:35:03 PM
All Walkblem weapons will also self-destruct on drop, to prevent OP weapons falling into players hands.

In the game Starbound the player's character can go on a quest to defeat an assassin who will then join the player's crew as an AI teammate. While the assassin is an enemy he is powerful, but after he joins the crew he is weak.

So: Was the assassin powerful or weak?

Or is it looking more like there was not actually an assassin in the game, but rather that the entity's stats were part of a hostile PvE environment?
Title: Re: [A17] Trading Economy Ver1.2 - Now Nerfed!!!
Post by: SpaceDorf on September 11, 2017, 01:26:45 PM
I have to meditate on that.

AngleWyrms Zen of Gaming.
Title: Re: [A17] Trading Economy Ver1.2 - Now Nerfed!!!
Post by: WalkingProblem on September 11, 2017, 06:45:46 PM
Quote from: XeoNovaDan on September 11, 2017, 06:39:14 AM
Walking Problem, I'm actually glad you handled this sort of feedback so well. Props to you, sir!

I'll definitely keep an eye on this mod to see how it goes; making the Walkblem weapons no longer acquirable by players is a significant step in the right direction, without a doubt. Armour's a bit of a more complicated beast because, despite possibly being marked with the big 'D', I doubt that'll stop many people from acquiring armour that's not only notably more protective than vanilla power armour, but also having a plethora of other bonuses such as significant movespeed increases, and much improved thermal insulation for the helmet.

I look forward to see how this pans out though. Good luck!

I have players wanting the Walkblem gears. The biggest reason is, the gears are not balanced yet, so removing it when drop is the right thing.

But since I have nerfed the caravans, I am now working on balancing the gears so that they are not OP and is at the right price (its my first time working with weapons and apparels... so there is much to learn). The weapons will be further nerfed, thats for sure (with less accuracy).


Quote from: SpaceDorf on September 11, 2017, 06:40:31 AM
Quote from: Canute on September 11, 2017, 03:53:03 AM
Instead of caravans, why not using drophips from
https://ludeon.com/forums/index.php?topic=31906.0
Yes that would need alot of different mechanic, but the ship can liftoff and leave at the first damage it takes.

Not only this, you could also make your own Dropships as flying fortresses.
The Problem would be trading as far as I know it is not possible to trade directly out and into the cargo hold of the dropship. ( except the trading interface when visiting another village )

A workaround I could think of .. or maybe a general change to the mod .. would be if the caravan triggered a Space Trader Event and you had to trade via the coms console.
This way the guards become obsolete too.

The thing about dropship is that, it complicates the coding for me. And I'm also wary of building my mod on another mod. It might have problems which I would have no means of resolving. So unless absolutely necessary, I usually try to be as independent as possible in term of what I create - so I know how to resolve any issues. But its a good idea nevertheless.

But if have a choice, I still prefer to build an armored vehicle to bring the goods. I just not sure how to "patch" a xml file without causing mod conflicts... anyone have any idea?

Quote from: AngleWyrm on September 11, 2017, 10:25:26 AM
In the game Starbound the player's character can go on a quest to defeat an assassin who will then join the player's crew as an AI teammate. While the assassin is an enemy he is powerful, but after he joins the crew he is weak.

So: Was the assassin powerful or weak?

Or is it looking more like there was not actually an assassin in the game, but rather that the entity's stats were part of a hostile PvE environment?

I dun think the Rimworld engine allows such change in stats - and also the players will feel cheated, and then I get another round of complains... lol...

I think I just need to make sure things are balanced and it should be fine.

Like the lesson learnt from the overloaded caravans is that - while certain ideas are good in concept, its literally game-breaking in practice. My hope to give more convenience to the players, only results in turning the players into evil pirates... lol.... and thus the caravans now only carries 1/10 of what they originally carry in the version 1.0.
Title: Re: [A17] Trading Economy Ver1.2 - Now Nerfed!!!
Post by: Definitely not Sceaudufax on September 11, 2017, 06:53:25 PM
Suggestion: I think it would be neat to have trade related disasters. For example in the post about building wood furniture and being a woodworker, that's all fine and dandy but this would not be Rimworld without TERMITES or similar. Blight, corrosion, spontaneous combustion, economic depression, etc.
Title: Re: [A17] Trading Economy Ver1.2 - Now Nerfed!!!
Post by: WalkingProblem on September 11, 2017, 07:59:28 PM
Quote from: Definitely not Sceaudufax on September 11, 2017, 06:53:25 PM
Suggestion: I think it would be neat to have trade related disasters. For example in the post about building wood furniture and being a woodworker, that's all fine and dandy but this would not be Rimworld without TERMITES or similar. Blight, corrosion, spontaneous combustion, economic depression, etc.

Yeah, thats something I am actually looking at.

I am researching the codes (i literally even dream about it) and thinking non-stop about the logics - to see how I can implement these.

However the "economic events" will be mainly "macro" - so it will be more of something big happen in the world, thus causing major price fluctuations for certain products
Title: Re: [A17] Trading Economy Ver1.3 - Now Weapons & Gears Balanced!!!
Post by: WalkingProblem on September 11, 2017, 11:01:18 PM
Trading Economy Ver1.3 Released!!!
Now Weapons & Gears Balanced!!!

(http://walkingproblem.com/wp-content/uploads/2017/09/preview1.3.png)

VER 1.3 DEVELOPER'S NOTE
This is a Walkblem gears balancing update, as the previous update was a quick patch to solve immediate issues while balancing was put aside. After extensive testing and balancing, the Walkblem weapons and gears are now more balanced and with the correct pricing reflected. Weapons are still powerful, but not invincible. Resolved some bugs like gears cannot be moved to storage as well as the lack of food by the soldiers. Trade caravans are now well defended but no longer as invincible/OP – although there is also no longer any needs to do that after severely nerfing the amount of wealth brought by the caravans. The Walkblem gears and weapons are now available for sale, only at Walkblem Military Industrial Complex bases/colonies – but they are very expensive – and rightly so, as they are the most state of the art weaponry in the galaxy. This update also marks the return of the explosive rounds for the Walkblem Charge Rifle, the 1.2 version of the rifle just doesnt feel right – now the Walkblem rifle is powerful but not overpowered – it only does small damages with every round, but every round causes serious bleeding injuries to its victims – giving it a form of balance. Walkblem Power Armor now works more as a Powered Suit, giving dodging and carry buffs for the users. Walkblem smokepop now covers a bigger area, to provide cover for the entire squad, complimenting the Walkblem military's warfare tactics. Hope this update makes the game more fun for you!

———-

VER 1.3 CHANGELOG:
– Added unique textures for all 3 Walkblem weapons
– Explosive round returns to Walkblem Charge Rifle, but damage significantly reduced, accuracy is also reduced at long range.
– Walkblem Sniper Rifle damage increased, but ranged is greatly reduced
– Walkblem Power Armor is now Walkblem Powered Armor Suit, added improved dodging, improve melee accuracy and increase carrying capacity
– Walkblem Smokepop Belt now covers a bigger radius to cover entire squad
– Walkblem Power Armor Helmet is slightly nerfed.
– All Walkblem gears prices are adjusted according to its usefulness
– All Walkblem gears are for sale at Walkblem Military Industrial Complex centers.
– All Walkblem weapons will no longer disappear on drop
– Walkblem gears cannot be haul to storage bug resolved
– Backstories added for all Walkblem Gears
– Gave food to Walkblem Soldiers (previously missing)
– Walkblem Soldier is now assigned as the trader
– Now Walkblem military forces, despite still stronger than most factions, is now more beatable.

-------------


OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-ver1-3/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
FACEBOOK DISCUSSION GROUP: http://fb.com/groups/walkingproblemstudios/
Title: Re: [A17] Trading Economy Ver1.3 - Now Weapons & Gears Balanced!!!
Post by: Canute on September 12, 2017, 02:59:44 AM
QuoteBut if have a choice, I still prefer to build an armored vehicle to bring the goods. I just not sure how to "patch" a xml file without causing mod conflicts... anyone have any idea?
Yes, Vehicles   https://ludeon.com/forums/index.php?topic=34575.0
You can use like the mod the jecstools lib to create own vehicles.


About the gear,
it is ok that you made caravans a more dangerous theat so they can't be killed that easy and the player get all these goodies.
But i don't realy like the idea that they can drop adv. weapons/appearal.
As security advisor of these trading faction i would suggest a smartlock to all adv. gear the caravan carry, so they can't be used against us. Destroy on drop !

And i just would improve the Walkblem Powered Armor Suit/helnet more then you allready have, so the caravan troops get very strong even with regular assault rifes and plasteel shivs.
+10 mellee damage, +5.0 m/s, + range accu. so they nearly miss. I don't think you can increase range damage.
Ofcourse they selfdestruct on death.
Title: Re: [A17] Trading Economy Ver1.3 - Now Weapons & Gears Balanced!!!
Post by: WalkingProblem on September 12, 2017, 11:37:58 AM
Quote from: Canute on September 12, 2017, 02:59:44 AM
Yes, Vehicles   https://ludeon.com/forums/index.php?topic=34575.0
You can use like the mod the jecstools lib to create own vehicles.


About the gear,
it is ok that you made caravans a more dangerous theat so they can't be killed that easy and the player get all these goodies.
But i don't realy like the idea that they can drop adv. weapons/appearal.
As security advisor of these trading faction i would suggest a smartlock to all adv. gear the caravan carry, so they can't be used against us. Destroy on drop !

And i just would improve the Walkblem Powered Armor Suit/helnet more then you allready have, so the caravan troops get very strong even with regular assault rifes and plasteel shivs.
+10 mellee damage, +5.0 m/s, + range accu. so they nearly miss. I don't think you can increase range damage.
Ofcourse they selfdestruct on death.

Actually the "vehicle" i am thinking is just a "centipede" kindda pawn to replace the muffalo~ LOL

As for the gears, people are complaining to me that they want to be "rewarded" for the hardwork of defeating the caravan. Which is why I went thru a lot of effort ensure that the gears and weapons are balanced in a way that, while its powerful, its not OP.

For the armor, it currently increases melee accuracy. Its a powered suit, so it also increases movement speed by 5 and increase carrying capacity. Range accuracy i didnt add, since the weapons are already more accurate than any other weapons in the vanilla game, I think with the exception of Scyther's weapon. 

But the same issue is with the armor, I cannot over-buff it or it will become OP, especially I want it to be "dropable".

From my testings as well, I do not find it a good idea at all to engage in a firefight with the Walkblem soldiers. The Gunbladers are very efficient killers and you cant really run away from the Walkblem Snipers (average 2 shots to kill up to a range of 50). From my testings, its literally impossible to get away fighting the Walkblem Soldiers unscathed. Its probably not very worth it to try to raid a Walkblem caravan at all.
Title: Re: [A17] Trading Economy Ver1.3 - Now Weapons & Gears Balanced!!!
Post by: Canute on September 12, 2017, 12:14:02 PM
You have no idea !! :-)
Sure at a regular fight they might win, but you forget about other mods.
- A Sithlord, don't even need to fight them, he just drive caravan members into berserk, and the remain caravan kills them.
- Werwolfs are pretty immun again normal damage, none of your soldier would survive a 1vs1 with one.
- Orassan Cyro launcher is still very powerful and a sideeffect it don't aggro if the blast hit one.

But the reward from killing a caravan should be their trade goods, and not the equipment the of the soldiers.
Title: Re: [A17] Trading Economy Ver1.3 - Now Weapons & Gears Balanced!!!
Post by: AngleWyrm on September 12, 2017, 12:24:50 PM
Quote from: Walking Problem on September 11, 2017, 06:45:46 PM
I dun think the Rimworld engine allows such change in stats - and also the players will feel cheated, and then I get another round of complains... lol... I think I just need to make sure things are balanced and it should be fine.
The similarity painted was to the notion of OP weapons, but just for enemies: Is it the weapon that's OP or is it the mob that's OP?
Note: The new update addressed that issue.

And what is this thing called OP anyway?

I'd like to suggest that the sense of OP-ness can be measured as content the player could have enjoyed that has been skipped/barred. That could be because the content is no longer viable on some scale of superiority, or it could be because further content along that scale has become inaccessible.
Title: Re: [A17] Trading Economy Ver1.3 - Now Weapons & Gears Balanced!!!
Post by: Canute on September 12, 2017, 01:56:49 PM
OP Overpowered, that when something is significant stronger then their vanila counterpart.

I don't have problem with OP Caravan guards, when their weapons/apparel vanish. Caravans are too weak. Even an orassan caravan with the good orassan weapon/armor are not a real threat.
Why, because they are AI controled and not very clever, but at last orassan caravans can handle zombie attacks, except they kill themself with cyrolauncher. While other caravans mosttimes wiped out.

Title: Re: [A17] Trading Economy Ver1.3 - Now Weapons & Gears Balanced!!!
Post by: WalkingProblem on September 12, 2017, 02:02:03 PM
Quote from: AngleWyrm on September 12, 2017, 12:24:50 PM
The similarity painted was to the notion of OP weapons, but just for enemies: Is it the weapon that's OP or is it the mob that's OP?
Note: The new update addressed that issue.

And what is this thing called OP anyway?

I'd like to suggest that the sense of OP-ness can be measured as content the player could have enjoyed that has been skipped/barred. That could be because the content is no longer viable on some scale of superiority, or it could be because further content along that scale has become inaccessible.

Yeah I totally agree with the way you define it.

Because if the weapons and armor are way too powerful, the rest of the weapons may actually be irrelevant - thus "spoiling the game" for the players. This happens in even First Person Shooters. There was this rifle that was really good in one of the game (I think is battlefield 2?) I played, and after I discovered it, how its almost always 1-2 shots kill, I stopped using any other weapons. But it also killed the joy of playing and the effort of the developers making all the other weapons. 

So similarly, while I try to make the weapons powerful (like how my backstory goes for the mod), I need to ensure that the weapons have their draw backs, or at least the players will not be able to use it the way how the Walkblem Soldiers do, unless they have the full gear~

-------

Quote from: Canute on September 12, 2017, 12:14:02 PM
You have no idea !! :-)
Sure at a regular fight they might win, but you forget about other mods.
- A Sithlord, don't even need to fight them, he just drive caravan members into berserk, and the remain caravan kills them.
- Werwolfs are pretty immun again normal damage, none of your soldier would survive a 1vs1 with one.
- Orassan Cyro launcher is still very powerful and a sideeffect it don't aggro if the blast hit one.

But the reward from killing a caravan should be their trade goods, and not the equipment the of the soldiers.

Yeah, definitely okay with me, if players beat the caravan escorts with jedi-sith awesomeness or with other mods. Not sure about the werewolfs, as the gunblades are really powerful melee weapons.

Anyway, its totally fine with me too if they want to simply raid the caravan goods (since I already tone it way way down), and make an enemy out of an useful friend (faction). Thats something I want to allow in my mod - a choice for the players to make~
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: WalkingProblem on September 17, 2017, 03:24:00 AM
TRADING ECONOMY VER1.4 UPDATE

(http://walkingproblem.com/wp-content/uploads/2017/09/preview1.4.png)

I was informed that there are some problem with the mod where they are unable to call for trade caravans due to the "faction leader unavailable".
Finally, after some digging, the problem is finally resolved.

VER 1.4 CHANGELOG:
– Added Walkblem Executive
– Resolved faction leader unavailable bug

---------

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-ver1-4/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
FACEBOOK DISCUSSION GROUP: http://fb.com/groups/walkingproblemstudios/
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: OmG_PotatoeZ on October 10, 2017, 04:05:52 PM
is this Combat Extended compatible?
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: WalkingProblem on October 10, 2017, 11:30:59 PM
Quote from: OmG_PotatoeZ on October 10, 2017, 04:05:52 PM
is this Combat Extended compatible?

In term of the weapons carried by the guards. Nope.

I heard my OP gunblade became butter knifes in CE.
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: OmG_PotatoeZ on October 12, 2017, 03:59:26 PM
Quote from: Walking Problem on October 10, 2017, 11:30:59 PM
Quote from: OmG_PotatoeZ on October 10, 2017, 04:05:52 PM
is this Combat Extended compatible?

In term of the weapons carried by the guards. Nope.

I heard my OP gunblade became butter knifes in CE.

I was told by asst. devs of C.E all you have to do is make a spreadsheet with the statistics of your weapons for it to be compatible, will refer to their Discord and ask about it on your Discord
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: WalkingProblem on October 13, 2017, 01:46:45 PM

TRADING ECONOMY VER1.4 COMBAT EXTENDED PATCH

(http://walkingproblem.com/wp-content/uploads/2017/10/preview1.4-CE.png)

This is a simple patch that make the 2 Walkblem guns compatible with Combat Extended mod (CE). I also added Prometheus and FSX to Walkblem Technologies.

Unfortunately, due to technical problems, I am unable to add any of the weapons, ammo or turrets from CE to be sold by the Walkblem Military Industrial Complex.

Make do guys. Make do.

(will try again when I feel like it...)

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-ver1-4-combat-extended-patch/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1167647308
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: OmG_PotatoeZ on October 13, 2017, 01:52:53 PM
First come first served ;)
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: Evillee on October 14, 2017, 12:48:30 AM
Playing a game with 1 guy and no starting items, ready for hardship as I steel myself to survive. Here comes a Walkblem Soldier, he wants to rest for a few days. Tell the soldier he may sleep in the one bed I have. I try to make friends with him, he just hates me though  :'(. Get an idea;Tell him to sleep outside in a predesignated spot. Build walls around him as he sleeps. He wakes up and gets really mad. After he runs out of food I drop the roof on his head, this causes him to start bleeding. Fast Forward 3 Days. He is sitting on the ground bleeding out and starving to death, he passes out. Open chamber, take his gun, his armor, his food, and his 2k silver. Proceed to give him food and healing as he thanks me and limps off the map, the weapons company loves me now.

Become a god, buy many slaves, I am now the ruler of the planet.
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: WalkingProblem on October 14, 2017, 02:53:50 PM
Quote from: Evillee on October 14, 2017, 12:48:30 AM
Playing a game with 1 guy and no starting items, ready for hardship as I steel myself to survive. Here comes a Walkblem Soldier, he wants to rest for a few days. Tell the soldier he may sleep in the one bed I have. I try to make friends with him, he just hates me though  :'(. Get an idea;Tell him to sleep outside in a predesignated spot. Build walls around him as he sleeps. He wakes up and gets really mad. After he runs out of food I drop the roof on his head, this causes him to start bleeding. Fast Forward 3 Days. He is sitting on the ground bleeding out and starving to death, he passes out. Open chamber, take his gun, his armor, his food, and his 2k silver. Proceed to give him food and healing as he thanks me and limps off the map, the weapons company loves me now.

Become a god, buy many slaves, I am now the ruler of the planet.

What a great idea~

Yeah, you gamed the system. Not my fault. =P
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: kaze0 on October 15, 2017, 03:29:55 AM
You might  to  cosider disabling Walkblem Soldier as  visitors  due to hospitability mod ,since there  is  a lot of walkblem factions making them most likely visitors  to show, its  just too easy to simply recrut their pawns with  all their  possesions alternatively  when   they  show as visitors  they should  wear only basic  stuff(since they in theory are  off  duty  it makes  sense they  shouldnt be  wearing  company gear ).
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: WalkingProblem on October 15, 2017, 11:14:22 AM
Quote from: kaze0 on October 15, 2017, 03:29:55 AM
You might  to  cosider disabling Walkblem Soldier as  visitors  due to hospitability mod ,since there  is  a lot of walkblem factions making them most likely visitors  to show, its  just too easy to simply recrut their pawns with  all their  possesions alternatively  when   they  show as visitors  they should  wear only basic  stuff(since they in theory are  off  duty  it makes  sense they  shouldnt be  wearing  company gear ).

Hmm....  Noted. 

But visitors uses the same pawn types as a raid - so if I disable their military gear, they will be without military gears when they go for raids. 

The only solution is to just disable visitors. But then you will not be able to use "hospitality" on them. =x
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: Canute on October 15, 2017, 12:10:52 PM
The recruit ability comes from hospitality mod, maybe ask Orion for a flag so your faction isn't recruitable.
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: WalkingProblem on October 15, 2017, 01:37:32 PM
I dunno. Is it really a serious issue? This recruiting of Walkblem soldiers? =x
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: Canute on October 15, 2017, 01:57:02 PM
Depend on you, it is your design.
It is ok for you that a full equip soldier which came for a tee/coffee can be convinced to stay and propably end in the kibble ? :-)
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: WalkingProblem on October 15, 2017, 03:26:25 PM
Quote from: Canute on October 15, 2017, 01:57:02 PM
Depend on you, it is your design.
It is ok for you that a full equip soldier which came for a tee/coffee can be convinced to stay and propably end in the kibble ? :-)

But this happens to every faction too......

Okay, instead, I think a better fix would be to hack the codes to make Walkblem hate you 100% for recruiting their soldiers.... LOL

----

Okay, I'm just joking. My coding skills are not good enough currently to hack something like that.... ={
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: Canute on October 15, 2017, 03:41:09 PM
Thats why i suggested that you should contact Orion, the author of hospiltality and ask him for suggestions.
Best solution would be a flag for custom faction if they could be recruited or not.
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: WalkingProblem on October 15, 2017, 04:10:38 PM
Quote from: Canute on October 15, 2017, 03:41:09 PM
Thats why i suggested that you should contact Orion, the author of hospiltality and ask him for suggestions.
Best solution would be a flag for custom faction if they could be recruited or not.

Its not nice to get him to do something specially for my mod.

I will think of another solution.
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: Evillee on October 15, 2017, 06:12:46 PM
It doesn't feel worth it to put in the work to make recruiting them harder, if you make it so they can't be recruited, players will find another way to get their stuff, in the end it should just be up to the player as to whether or not they want to go that far.
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: WalkingProblem on October 16, 2017, 02:48:18 AM
Quote from: Evillee on October 15, 2017, 06:12:46 PM
It doesn't feel worth it to put in the work to make recruiting them harder, if you make it so they can't be recruited, players will find another way to get their stuff, in the end it should just be up to the player as to whether or not they want to go that far.

I already had people getting their hands on the weapon just by "road kills".

I can buff their armor even further until they are literally unkillable. But then we still have the hunger issue. lol~

Maybe in Ver2.0, I will replace all human with droids. I think Walkblem Galactic Corporation is finding the cost of losing soldiers in the rimworld a bit too expensive. (this will be added to the lore)

Better?

----

In Ver2.0, I'm hoping to add an improved trading mechanics, where the trading offset is based not just on your negotiating pawn, but also the selling pawn (which would then be more realistic).

My eventual hope is to make a global price index for all goods in the game - adding price jumps and depressions based on random events, which will make players decide if they want to produce one goods over another to earn more silver.

But first, a more realistic trading mechanics will be good.
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: SpaceDorf on October 16, 2017, 02:59:00 AM
Quote from: Walking Problem link=topic=35551.msg371360#msg371360

Maybe in Ver2.0, I will replace all human with droids. I think Walkblem Galactic Corporation is finding the cost of losing soldiers in the rimworld a bit too expensive. (this will be added to the lore)

Better?


Vote Yay! for Slaver Cylons.
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: Evillee on October 16, 2017, 06:13:19 PM
Droids sound neat, though I do think if they produce Droids they should sell the armor for a high price(It's not too op when you consider mods like modular power armor)
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: WalkingProblem on October 16, 2017, 09:01:45 PM
Quote from: Evillee on October 16, 2017, 06:13:19 PM
Droids sound neat, though I do think if they produce Droids they should sell the armor for a high price(It's not too op when you consider mods like modular power armor)

The armor currently is not expensive enough? lol~

(it supposed to be a powered armor - i'm just too lazy to do a custom texture for now)
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: Pepelnica1488 on November 11, 2017, 12:25:52 AM
Combat extended
Trading economy
Trading economy ce patch?

I arranged it and in the game there are weapons that do not require ammo ... is this normal?
Title: Re: [A17] Trading Economy Ver1.4 - "Faction Leader Unavailable" bug fixed
Post by: WalkingProblem on November 12, 2017, 05:19:52 AM
Quote from: Pepelnica1488 on November 11, 2017, 12:25:52 AM
Combat extended
Trading economy
Trading economy ce patch?

I arranged it and in the game there are weapons that do not require ammo ... is this normal?

It should require ammo. The arrangement is correct. What are the weapons affected?
Title: Re: [B18] Trading Economy 2.0 - Now with Heavy Armored Caravan!!!
Post by: WalkingProblem on November 29, 2017, 01:24:58 PM
(http://walkingproblem.com/wp-content/uploads/2017/11/preview2.png)

TRADING ECONOMY 2.0 FOR B18 RELEASED!!!

(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemAgriculture.png)
Walkblem Agricultural Conglomerate
Perhaps the most important and influential corporation in the RimWorld Systems. They dominates all agricultural sectors, including farming, forestry, animal husbandry, etc... Providing colonies and regional military forces vital food, timber and animal supplies. If you need grains, fruits, vegetables, wood, cloths, leather, pets or farm animals – this is the company that you need to look out for!

Pets and Farm Animals Caravan
– 5-50 x 8 species of domesticated animals

Raw Meat Caravan
– 125-1000 x meat from 10-15 species of animals

Grain Caravan
– 1000-7000 x rice

Fruits and Vegetable Caravan
– 500-2000 x corn, potatoes, agave, berries, fungus each

Hops Caravan
– 1000-5000 x hops

Hay Caravan
– 2500-8000 x hay

Textile Caravan
– 100-500 devilstrand
– 500-2000 cloth
– 100-1000 megasloth wool
– 500-100 muffalo wool
– 500-1000 camel wool
– 500-1000 alpaca wool

Wood Lumber Caravan
– 2500-8000 x woodlog

Fur and Leather Caravan
– 250-1000 x leathers from 15-20 species of animals

Psychoid and Smokeleaf Leaves Caravan
– 2000-5000 x smokeleaf
– 2000-5000 x psychoid

Milk and Eggs Caravan
– 500-3000 x milk
– 500-2000 x unfertilized eggs from 5-8 species

Processed Food Caravan
– 500-3000 x chocolate
– 1000-3000 x nutrient paste
– 250-1000 x fine meal
– 250-1000 x lavish meal
– 1000-5000 x kibble
– 1000-5000 x pemmican



(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemMining.png)
Walkblem Mining Corporations
The biggest mining operations in the RimWorlds are without doubt, owned and run by the mighty Walkblem Mining Corporation. Not only to they mine all form of minerals and precious metals, they also operates industrial scale brick making operation, promising the best building materials you can find. If you need bricks of all materials, all type of metals (including uranium) or precious materials like Gold or Jade – this is the company you should call.

Sandstone Blocks Caravan
– 500-5000 x sandstone block

Granite Blocks Caravan
– 500-5000 x granite block

Limestone Blocks Caravan
– 500-5000 x limestone block

Slate Blocks Caravan
– 500-5000 x slate block

Marble Blocks Caravan
– 500-5000 x marble block

Gold Caravan
– 250-2500 x gold

Steel Caravan
– 500-5000 x steel

Plasteel Caravan
– 500-3000 x plasteel

Uranium Caravan
– 250-3000 x uranium

Jade Caravan
– 150-800 x jade



(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemPharma.png)
Walkblem Pharmaceuticals
As long as they are people, there are the Big Pharmas. Walkblem Pharmaceuticals is definitely the go to place for all your medical supply needs. Medicine, Drugs or Body Parts – they have them all! (Bionics included!)

Medicines Caravan
– 50-1000 x medicine of 3 types

Drugs Caravan
– 10-1000 x gojuice
– 10-1000 x wakeup
– 10-1000 x yayo
– 10-1000 x flake
– 10-1000 x penoxycline

Bodyparts and Bionics Caravan
– 5-15 x natural body parts of 4 types (mainly organs)
– 5-25 x artificial body parts of 9 types


(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemTechnologies.png)
Walkblem Technologies
They are amongst the giants of the great technological firms in the Glitter Worlds. The company venture into the Rim Worlds as they seek to fill up the market gaps that exists in this new frontier, as the lack of glitter tech products in the region promises great profits and rewards for the company. If you need hard to find or produced products like components, chemfuels, neutroamine, hi-tech fabrics, AI Core, Neurotrainer or simply some nice electronics for your comfort – Walkblem Technologies is the key!

Components Caravan
– 150-800 x component
– 100-300 x advancedcomponent

Chemfuel Caravan
– 1000-5000 x chemfuel

Neutroamine Caravan
– 500-3000 x neutroamine

Hyperweave Caravan
– 1000-2500 x hyperweave

Synthread Caravan
– 2500-5000 x synthread

Electronics Caravan
– 1-5 x tube television
– 1-5 x flatscreen television
– 1-5 x megascreen television
– 1-5 x telescope
– 5-25 x heater

Persona Core Caravan
– 2-5 x AI persona core
– 5-25 x techprof subpersona core

Mechanite Caravan
– 5-25 x mech serum neurotrainer
– 5-25 x mech serum healer
– 5-10 x mech serum resurrector
– 100-1000 x luciferium

Experimental Weapon Caravan
– 10-25 x psychic insanity lance (one-use berserk lance – thru wall)
– 10-25 x psychic shock lance (one-use brain damage)
– 10-25 x psychic animal pulser (one-use all animal on map manhunting rage)
– 2-10 x orbital bombardment targeter
– 2-10 x orbital power beam targeter
– 1-10 x walkblem power armor helmet
– 1-20 x walkblem smokepop belt
– 1-10 x walkblem power armor
– 1-10 x walkblem gunblade
– 1-3 x walkblem charge sniper rifle
– 1-15 x walkblem charge rifle

Experimental Technology Caravan
– 5-10 x psychic emanator (improve mood of people nearby)
– 2-10 x vanometric power cell (resource-free power)
– 2-10 x infinite chemreactor (self producing chemfuel)
– 10-25 x psychic soothe pulser (one-use temporary mood boost to all on map)



(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemMilitary.png)
Walkblem Military Industrial Complex
Among the very first of the companies under Walkblem Galactic Holdings to venture into the RimWorlds, this notorious corporation had been supplying arms to both the light and the dark forces without reservations. Lawsuits are still underway for the alleged supplying of arms to pirates and incite wars on multiple planets, WMIC continues to be the primary supplier of high grade military weapons in the region. Modern firearms, or medieval weaponry, advanced armor or base defense turrets – they have them all!

Guns Caravan
– 5-15 x revolver
– 2-10 x autopistol
– 2-10 x incendiary launcher
– 2-10 x pump shotgun
– 2-10 x chain shotgun
– 2-10 x bolt action rifle
– 2-10 x machine pistol
– 2-10 x lmg (light machine gun)
– 2-10 x assault rifle
– 2-10 x charge rifle
– 2-10 x minigun
– 1-5 x triple rocket launcher
– 1-5 x doomsday rocket launcher

Medieval Weapons Caravan
– 5-20 x shiv
– 5-20 x knife
– 5-10 x club
– 5-10 x mace
– 5-10 x gladius
– 5-10 x ikwa
– 5-10 x spear
– 5-10 x longsword
– 5-20 x short bow
– 5-20 x pila
– 5-10 x recurve bow
– 5-10 x great bow

Armor and Grenade Caravan
– 1-20 x frag grenade
– 1-20 x molotov cocktail
– 1-20 x emp grenade
– 5-20 x vest plate
– 1-10 x power armor
– 5-20 x simple helmet
– 10-40 x advanced helmet
– 1-10 x power armor helmet
– 1-10 x shield belt
– 1-10 x smokepop belt

Survival Food Caravan
– 1000-3000 x pemmican
– 500-2500 x survival meal pack

Turret and Shells Caravan
– 50-500 x high explosive shell
– 50-500 x incendiary shell
– 50-500 x emp shell
– 50-500 x firefoam shell
– 10-25 x antigrain warhead shell
– 2-10 x gun turret
– 2-10 x mortar turret



(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemTradings.png)
Walkblem Galactic Tradings
The best friend to all colonies and industrial upstarts in the RimWorlds, these are the guys that help to bring your products to the mass markets of the Glitter Worlds. Extremely resourceful at find buyers for all kind of products, they are willing to buy anything you are able to offer them, in exchange for the vital silver coins that everyone needs to be part of the great trading economy. If you intend to mass produce products, and you are looking for a buyer with the deep pockets to buy them all – there can be no one else than Walkblem Galactic Tradings.

Galactic Trading Buyers Caravan
– 10000-50000 x silver
– buys anything from you

Fashion and Clothing Caravan
– 2500-8000 silver value of 15-19 types of apparel


———-

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-ver2-0/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem

———-

VER 2.0 DEVELOPER'S NOTE
This is a massive update (in my opinion) for the Trading Economy mod. Not just that the goods and products are more complete than ever before, even items cannot be sold are now for sale too. Not just that, the entire caravan security issue is resolved with the introduction of the Walkblem Heavy Armored Caravan. The new caravan is not just hard to kill, it is armed with a powerful charge cannon that will provide powerful fire support to the mercenaries (yes, Walkblem Galactic Corporation do not want to risk their soldier's lives) that are escorting the caravan, and escapes really efficiently, minimizing loss of goods and products to the minimum.

———-

VER 2.0 CHANGELOG:
– Added Walkblem Armored Caravan
– Added Walkblem Charge Cannon Weapon for the Caravan
– Added a number of new caravans for various corporation factions
– Made items that cannot be sold, to be sold by the Technology Corporation as experimental products
– Mercenaries returns to replace Walkblem Soldiers as the escorts for the caravan
– Walkblem Armored Caravan also participates in raids if any of the corporation factions turns hostile
– Complete caravan listings, as well as its goods/products list is now available on walkingproblem.com website


--------
(http://walkingproblem.com/wp-content/uploads/2017/11/WalkblemCaravan.png)
(http://walkingproblem.com/wp-content/uploads/2017/11/Caravandefendingitself.png)
(http://walkingproblem.com/wp-content/uploads/2017/11/WalkblemFactionRaid.png)
Title: Re: [B18] Trading Economy 2.0 - Now with Heavy Armored Caravan!!!
Post by: ColtSub on December 03, 2017, 12:49:31 PM
I'd like to report a bug , when a walkblem agriculture colony leader/executive finished trading with me and the trade window closed he disappeared , also the ui tabs gone away , and i've noticed this error message :

https://prnt.sc/hijegw
https://prnt.sc/hijeu5

I had to restart and load the save from the bugged point to upload the log :
https://gist.github.com/HugsLibRecordKeeper/da6ad74c49e27f2155ff39e7b850fad9

Hope its helpful.
Title: Re: [B18] Trading Economy 2.0 - Now with Heavy Armored Caravan!!!
Post by: WalkingProblem on December 03, 2017, 10:14:12 PM
Quote from: ColtSub on December 03, 2017, 12:49:31 PM
I'd like to report a bug , when a walkblem agriculture colony leader/executive finished trading with me and the trade window closed he disappeared , also the ui tabs gone away , and i've noticed this error message :

https://prnt.sc/hijegw
https://prnt.sc/hijeu5

I had to restart and load the save from the bugged point to upload the log :
https://gist.github.com/HugsLibRecordKeeper/da6ad74c49e27f2155ff39e7b850fad9

Hope its helpful.


I think the bug is caused by another mod. 

I have no idea how to fix this
Title: Re: [B18] Trading Economy 2.0 - Now with Heavy Armored Caravan!!!
Post by: Canute on December 04, 2017, 11:46:39 AM
It is possible to get an own Walkblem Armored Caravan ?
Maybe when you have a 100 standing, they are selling them ?
Title: Re: [B18] Trading Economy 2.0 - Now with Heavy Armored Caravan!!!
Post by: WalkingProblem on December 07, 2017, 12:23:41 AM
Quote from: Canute on December 04, 2017, 11:46:39 AM
It is possible to get an own Walkblem Armored Caravan ?
Maybe when you have a 100 standing, they are selling them ?

When i figured out the codes to make it work properly for the Colony, I would.

Now it cant. It dunno how to think for the colony.
Title: Re: [B18] Trading Economy 2.0 - Now with Heavy Armored Caravan!!!
Post by: h1tmanc on December 07, 2017, 02:54:18 AM
Is it okay for an ongoing game?
Title: Re: [B18] Trading Economy 2.0 - Now with Heavy Armored Caravan!!!
Post by: WalkingProblem on December 08, 2017, 04:03:15 AM
Quote from: h1tmanc on December 07, 2017, 02:54:18 AM
Is it okay for an ongoing game?

Yes, but you need the Faction Discovery mod in order for new factions to be added halfway thru a game.
Title: Re: [B18] Trading Economy 2.0 - Now with Heavy Armored Caravan!!!
Post by: h1tmanc on December 08, 2017, 05:06:29 AM
Quote from: Walking Problem on December 08, 2017, 04:03:15 AM
Quote from: h1tmanc on December 07, 2017, 02:54:18 AM
Is it okay for an ongoing game?
Any chance of a link for it, nothing came up in search.
Yes, but you need the Faction Discovery mod in order for new factions to be added halfway thru a game.
Title: Re: [B18] Trading Economy 2.0 - Now with Heavy Armored Caravan!!!
Post by: Canute on December 08, 2017, 05:38:39 AM
Sorry but when you do your searches like your quotes.

Enter the release subforum first
then enter at the search box "Faction Discovery" and you will find it.
Title: Re: [B18] Trading Economy 2.0 - Now with Heavy Armored Caravan!!!
Post by: Exende on December 09, 2017, 02:43:52 AM
Hello, I seem to run into an issue.

[[B18] Trading Economy Mod 2.1 ] Patch operation Verse.PatchOperationAdd(*/BiomeDef[defName = "BorealArchipelago"]/allowedPackAnimals) failed
file: D:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1130945311\Patches\ProductsPatches.xml
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


as well as the same errors for Desert, Termperate, Tropical and TundraArchipelagos, would this be a mod order issue or would it be something else?
Title: Re: [B18] Trading Economy 2.0 - Now with Heavy Armored Caravan!!!
Post by: WalkingProblem on December 09, 2017, 03:21:39 AM
Quote from: Exende on December 09, 2017, 02:43:52 AM
Hello, I seem to run into an issue.

[[B18] Trading Economy Mod 2.1 ] Patch operation Verse.PatchOperationAdd(*/BiomeDef[defName = "BorealArchipelago"]/allowedPackAnimals) failed
file: D:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1130945311\Patches\ProductsPatches.xml
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


as well as the same errors for Desert, Termperate, Tropical and TundraArchipelagos, would this be a mod order issue or would it be something else?

You can just ignore this error.

This is to patch for those players who installed the archipelago mod and the nature's pretty sweet mod~

The error doesnt affect the game at all.
Title: Re: [B18] Trading Economy 2.0 - Mod Compatibility
Post by: Okay on December 12, 2017, 09:10:28 AM
What about compatibility for Dismarzero's Vegetable Garden, and - maybe - Vaniat's Polarisbloc items :D
Title: Re: [B18] Trading Economy 2.2 - Archipelagos & Nature's Pretty Sweet biome supported
Post by: WalkingProblem on December 17, 2017, 01:14:44 PM
Trading Economy 2.2 Update Released!

(http://walkingproblem.com/wp-content/uploads/2017/12/preview2.2.png)

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-ver2-2/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0

OFFICIAL WEBSITE: http://walkingproblem.com/
FACEBOOK PAGE: http://fb.com/walkingproblem
YOUTUBE CHANNEL: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: TWITCH: https://www.twitch.tv/walkingproblem
DISCORD: https://discord.gg/W2Vb27T

VER 2.2 CHANGELOG:
– Fixed the Walkblem Heavy Armored Caravan overheating rooms issue.
– Disabled the errors generated by the biome patching, thanks to Swenzi.

VER 2.1 CHANGELOG:
– Added support to Archipelago biome from [RF] Archipelagos mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1194812703
– Added support to biomes from Nature's Pretty Sweet: https://steamcommunity.com/sharedfiles/filedetails/?id=1211694919
– Removed Fashion & Clothing Caravan from Trading Faction due to excess number of WHAC being spawned
– Note: If you do not have the 2 biome mods about, the mod will generate errors when you start the game, but its does not affect the game. So you can just ignore the errors.

------

Quote from: Okay on December 12, 2017, 09:10:28 AM
What about compatibility for Dismarzero's Vegetable Garden, and - maybe - Vaniat's Polarisbloc items :D

Yes its possible to add support (meaning, to sell their stuffs)

But currently no plans to build the support yet as there is still so much stuffs to work on.
Title: Re: [B18] Trading Economy 2.2 - Archipelagos & Nature's Pretty Sweet biome supported
Post by: Zalpha on December 17, 2017, 01:40:56 PM
Where is the actual link to download the latest version? I can only by scrounging around find the actual download link 2.0. None of the links lead to an option to download 2.2 of this mod.
Title: Re: [B18] Trading Economy 2.2 - Archipelagos & Nature's Pretty Sweet biome supported
Post by: WalkingProblem on December 17, 2017, 03:12:15 PM
Quote from: Zalpha on December 17, 2017, 01:40:56 PM
Where is the actual link to download the latest version? I can only by scrounging around find the actual download link 2.0. None of the links lead to an option to download 2.2 of this mod.

Oops, my bad: NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-ver2-2/
Title: Re: [B18] Trading Economy 2.2 - Archipelagos & Nature's Pretty Sweet biome supported
Post by: Zalpha on December 17, 2017, 04:34:48 PM
Lol, you updated from 2.0 to 2.1 and then 2.2 and yet everyone only had access to 2.0.

Thank for sharing and making this mod. :D
Could you make a tribal version instead of tanks? Something living instead.
(https://cdnb.artstation.com/p/assets/images/images/000/177/065/large/j-r-coffron-fair-trade-3-final-small.jpg?1443930476)
Title: Re: [B18] Trading Economy 2.2 - Archipelagos & Nature's Pretty Sweet biome supported
Post by: WalkingProblem on December 20, 2017, 02:28:39 PM
Quote from: Zalpha on December 17, 2017, 04:34:48 PM
Lol, you updated from 2.0 to 2.1 and then 2.2 and yet everyone only had access to 2.0.

Thank for sharing and making this mod. :D
Could you make a tribal version instead of tanks? Something living instead.

Wow.. thats cool.

Then, it would be some sort of a "duplicate" mod already. And they will not be selling high tech stuffs isnt it?

I think the only possibility of me making it, would be me doing a totally new mod - maybe an original faction, that happens to like to trade... =\

( look at the to do list.... )

hmmm..... lol~
Title: Re: [B18] Trading Economy 2.2 - Archipelagos & Nature's Pretty Sweet biome supported
Post by: Meteo on December 23, 2017, 11:46:35 AM
I cant sell sculptures to the buying merchant. Is that a bug?
Title: Re: [B18] Trading Economy 2.2 - Archipelagos & Nature's Pretty Sweet biome supported
Post by: WalkingProblem on December 24, 2017, 02:46:31 AM
Quote from: Meteo on December 23, 2017, 11:46:35 AM
I cant sell sculptures to the buying merchant. Is that a bug?

Hmm... maybe I missed out on allowing them to buy that. I will check.

Thanks for letting me know~

----update----

I updated the Steam version of the mod to 2.3 and added the ability to buy art and weird organic.

Cheers!
Title: Re: [B18] Trading Economy 2.2 - Archipelagos & Nature's Pretty Sweet biome supported
Post by: Canute on December 31, 2017, 06:13:16 AM
Walking Problem,
does this mod change anything about mechanoids ? I though the Walkblem Heavy Armored Caravan are something at this way maybe ?

Currently i got a problem with psychic/poison ship, when it should spawn the mechanoids the game hold like it is calucating the enemies.
But even after serveral minutes nothing happen and i need to crash the game.
The output_log.txt don't give any hint, the last lines are the same like before.
Title: Re: [B18] Trading Economy 2.2 - Archipelagos & Nature's Pretty Sweet biome supported
Post by: squaresponge on December 31, 2017, 03:44:41 PM
Mcaffee web advisor says the file is dangerous. Did your website get hijacked or is that a false positive.
Title: Re: [B18] Trading Economy 2.2 - Archipelagos & Nature's Pretty Sweet biome supported
Post by: WalkingProblem on January 01, 2018, 10:31:41 AM
Quote from: Canute on December 31, 2017, 06:13:16 AM
Walking Problem,
does this mod change anything about mechanoids ? I though the Walkblem Heavy Armored Caravan are something at this way maybe ?

Currently i got a problem with psychic/poison ship, when it should spawn the mechanoids the game hold like it is calucating the enemies.
But even after serveral minutes nothing happen and i need to crash the game.
The output_log.txt don't give any hint, the last lines are the same like before.

The mod doesnt not touch mechanoids (and mechanoids works perfectly find on my game, as I often spawn them as enemies to do testings...)

Quote from: squaresponge on December 31, 2017, 03:44:41 PM
Mcaffee web advisor says the file is dangerous. Did your website get hijacked or is that a false positive.

My website is not hijacked or hacked.

http://walkingproblem.com/sdm_downloads/trading-economy-ver2-2/

574 downloads, but no one had mentioned about virus or dangerous. =x
Title: Re: [B18] Trading Economy 2.2 - Archipelagos & Nature's Pretty Sweet biome supported
Post by: Harry_Dicks on January 01, 2018, 03:43:50 PM
Hi, I really like your mod, but I have a couple of quick questions.

1-Would there be anyway to have the different companies you trade with just be like orbital ships instead of their own faction? Or maybe an option to have them play like that? The reason I ask is because I'm trying to trim down a lot of the extra stuff I have going on, and 6 extra factions running in the background is something I would love to trim, because I've got maybe a dozen other custom factions coming in from mods. This makes my "Factions/Relations" tab very bloated, and adds to the slowing down of RimWorld. I love being able to get a few hundred components by ordering the component caravan, but for a few specific resources this mod may not be worth it with my limited pc specs.

2-Is there a way to increase the amount of steel the steel caravan brings? If I remember correctly it was maybe 1000 or less? I was honestly hoping to buy like 10K steel off of a caravan dedicated solely to steel.

3-Isn't this the mod that add's the Walkblem Powered Armor and Walkblem Sniper rifle that does 50 area of effect damage? If so, is there a way to disable these items? On my playthrough I ended up capturing a couple traders with this gear on, that also allows the pawns to move super fast. With just these 2 pawns I could hold off an entire raid, because of their 50 AoE damage sniper rifles and speed that I could kite enemies. I can't resist the temptation of getting these guys again! :P
Title: Re: [B18] Trading Economy 2.2 - Archipelagos & Nature's Pretty Sweet biome supported
Post by: WalkingProblem on January 01, 2018, 10:59:38 PM
Quote from: Harry_Dicks on January 01, 2018, 03:43:50 PM
Hi, I really like your mod, but I have a couple of quick questions.

1-Would there be anyway to have the different companies you trade with just be like orbital ships instead of their own faction? Or maybe an option to have them play like that? The reason I ask is because I'm trying to trim down a lot of the extra stuff I have going on, and 6 extra factions running in the background is something I would love to trim, because I've got maybe a dozen other custom factions coming in from mods. This makes my "Factions/Relations" tab very bloated, and adds to the slowing down of RimWorld. I love being able to get a few hundred components by ordering the component caravan, but for a few specific resources this mod may not be worth it with my limited pc specs.

2-Is there a way to increase the amount of steel the steel caravan brings? If I remember correctly it was maybe 1000 or less? I was honestly hoping to buy like 10K steel off of a caravan dedicated solely to steel.

3-Isn't this the mod that add's the Walkblem Powered Armor and Walkblem Sniper rifle that does 50 area of effect damage? If so, is there a way to disable these items? On my playthrough I ended up capturing a couple traders with this gear on, that also allows the pawns to move super fast. With just these 2 pawns I could hold off an entire raid, because of their 50 AoE damage sniper rifles and speed that I could kite enemies. I can't resist the temptation of getting these guys again! :P

I can consider the orbital ships - but you need to note that - orbital ships, being... you know... ships? do not appear when you need them. But permanent factions are always there when you need them.

So that is why the mod is designed that way.

As for the steel trader - they carry between 500 - 5000 steels. Its not a fixed number. You may end up just have to order the steel caravan twice.

As for the Walkblem gears, have you played the current version of the mod? Its not easy to get your hands on the gears now, as Walkblem Corporation had scaled back their military deployment in the Rimworlds....
Title: Re: [B18] Trading Economy 2.2 - Archipelagos & Nature's Pretty Sweet biome supported
Post by: Canute on January 10, 2018, 12:44:45 PM
Hi Walking Problem
after i finaly played with this mod i want give some feedback.

- I realy think you should add to the weapon/armor the Destroy on drop /not tradeable/ and only used by the trading corp.
The weapon are realy powerful and the armor too strong. It is ok when the caravan/visitor use them and be able to defend.
But they shouldn't be used by the player or by common raiders.

- I realy think there are too many faction, my world was nearly dominated by Walkblem factions. And too many caravan types.
I sugest to have just one faction, and maybe 1-2 caravan type for each old faction.
Mosttimes the Heavy Armored Caravan is barly loaded with stuff the carvan got to sell, and don't contain much silver to buy stuff, so i think they easyly could be merged together.

But overall a fantastic work.


Title: Re: [B18] Trading Economy 2.2 - Archipelagos & Nature's Pretty Sweet biome supported
Post by: Harry_Dicks on January 10, 2018, 01:24:00 PM
Quote from: Canute on January 10, 2018, 12:44:45 PM
Hi Walking Problem
after i finaly played with this mod i want give some feedback.

- I realy think you should add to the weapon/armor the Destroy on drop /not tradeable/ and only used by the trading corp.
The weapon are realy powerful and the armor too strong. It is ok when the caravan/visitor use them and be able to defend.
But they shouldn't be used by the player or by common raiders.

- I realy think there are too many faction, my world was nearly dominated by Walkblem factions. And too many caravan types.
I sugest to have just one faction, and maybe 1-2 caravan type for each old faction.
Mosttimes the Heavy Armored Caravan is barly loaded with stuff the carvan got to sell, and don't contain much silver to buy stuff, so i think they easyly could be merged together.

But overall a fantastic work.

I have same issues with mod. I really love some aspects of it, but I agree with everything Canute said, as I posted earlier. I can't help myself, but early game I got 2 people with the full Walkblem Power Armor and Walkblem Sniper Rifles that do 50 AoE damage from very far. I think one of them was just passing through, and it was early game, and I figured I'll go to war with this faction for just this one person's stuff, it is that powerful. When I had 2 of them, I could hold off any raid. I even closed off base with walls and doors. So raiders would start beating on walls, but with these 2 Rambos I had, I could just kite the enemy and annihilate them before they ever got close. 2 guys shouldn't be able to hold off 20ish man outlander raids in my opinion. Also I'm still hoping you can maybe do orbital ships instead, or have them all consolidated to just 1 faction. When you have so many mods, I already have maybe 10 factions on map, and another 20 hidden.
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on January 14, 2018, 02:55:58 PM
(http://walkingproblem.com/wp-content/uploads/2017/11/preview2.4.png)

Finally, Walkblem Soldiers will get their very own Helmet and Armor design/textures. Gunbladers will also get their own Exo Suit. Walkblem Weapons tweak to have smaller explosion radius, making it less OP as it used to be. The WHAC also got a new paint job that would go better with the new Walkblem uniforms. Walkblem Corporation representatives will no longer be represented by soldiers, making Walkblem Soldiers a really rare sight (and thus reducing the chance of Walkblem Weaponries being dropped from ambushes).

---

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-ver2-4/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

SUPPORT ME ON PATREON: https://www.patreon.com/walkingproblem

---

VER 2.4 CHANGELOG:
– New Walkblem Power Armor Helmet, Walkblem Power Armor and Walkblem Exo Suit (with all new textures)
– Reduced explosion radius of Walklem Charged Cannon, Walkblem Charged Rifle and Walkblem Charged Sniper Rifle
– Increase damage of Walkblem Gunblade
– Removed Walkblem Executive/Sniper as Trader from Caravans, replaced with Civilian
– Reduced military presence in Military Corporation Faction
– Added small chance of Walkblem military appearing as Visitors/Raiders in all Corporation factions
– Color change for Walkblem Heavy Armored Caravan (WHAC) from brown to grey

VER 2.3 CHANGELOG:
– Added ability for Trading Faction to buy Weird Organics and Art

(http://walkingproblem.com/wp-content/uploads/2017/11/Walkblem-Soldier.jpg)
(http://walkingproblem.com/wp-content/uploads/2017/11/gunbladers.png)
(http://walkingproblem.com/wp-content/uploads/2017/11/soldiers.png)
(http://walkingproblem.com/wp-content/uploads/2017/11/incombat.png)
(http://walkingproblem.com/wp-content/uploads/2017/11/caravan.png)
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Harry_Dicks on January 14, 2018, 03:37:12 PM
Those textures look awesome! I'm a big fan of all of the changes. Do you think in the future you could ever have it as a mod option, to have all of the traders as 1 faction? Hmm now that I think about it though, I may be able to turn off the ones I don't need with RF - Faction Control. I'm gonna try that out.
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on January 14, 2018, 03:44:29 PM
Quote from: Harry_Dicks on January 14, 2018, 03:37:12 PM
Those textures look awesome! I'm a big fan of all of the changes. Do you think in the future you could ever have it as a mod option, to have all of the traders as 1 faction? Hmm now that I think about it though, I may be able to turn off the ones I don't need with RF - Faction Control. I'm gonna try that out.

I definitely have no plans to make them as 1 faction, because thats how the mod is designed. =P
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Harry_Dicks on January 14, 2018, 06:37:50 PM
Can you give us a clue as to what project you will release for us next? ;D I'm getting this yellow error thrown at me:


Config error in Caravan_WalkblemMilitary_MeleeWeapons: MeleeWeapon_Club is not Stockable
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on January 14, 2018, 09:54:23 PM
Quote from: Harry_Dicks on January 14, 2018, 06:37:50 PM
Can you give us a clue as to what project you will release for us next? ;D I'm getting this yellow error thrown at me:


Config error in Caravan_WalkblemMilitary_MeleeWeapons: MeleeWeapon_Club is not Stockable
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


As mentioned in Discord, you can just ignore the error, since it wont break the game.

Apparently clubs are not "stockable"... weird. But I know how to fix this. But since its not game breaking... I gonna ignore it for now.

----

Up next should be an update to the Planet of the Apes mod, to give more variations to body types and faces, as well as facial scars, face paints and apparels. Likely to remove the non-adults apes, unless Alien Framework is going to do a fix that I requested - if the fix is in, I will add in pregnancy for the Apes.

After Apes, I'm not exactly sure, could be DinoRim or White Walkers or Starship Troopers Federation. Have not really decided yet. Or I could be working on the goblins/orcs for the Lord of the Rim mod series.
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Harry_Dicks on January 15, 2018, 01:21:39 AM
Ahhh, sounds excited! I'm sure whatever you decide to make, will turn out great. I like your artwork, and hoping that maybe you will put out some just content packs. I'm always trying to get more new tribal and medieval stuff to go with those runs! ;D
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: dkurage on January 17, 2018, 03:09:42 AM
Can one of the tanks not be added to your colony? I had one show up as part of a wandering caravan event and choose to defend it (because i wanted free stuff and, also, tank), which made it part of my faction. But I couldn't actually do anything with it. It just wandered the map because I couldn't assign it to an area or person, and I couldn't use it for my own caravans. I ended up losing the tank when I eventually abandoned the area in favor a spot closer to a trading hub.

Its probably still out there, roaming the wilds as a free tank.
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Harry_Dicks on January 17, 2018, 03:20:14 AM
Quote from: dkurage on January 17, 2018, 03:09:42 AM
Its probably still out there, roaming the wilds as a free tank.

Tanky went off to live on a farm with all of his other tanky friends!
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on January 17, 2018, 02:09:07 PM
Quote from: dkurage on January 17, 2018, 03:09:42 AM
Can one of the tanks not be added to your colony? I had one show up as part of a wandering caravan event and choose to defend it (because i wanted free stuff and, also, tank), which made it part of my faction. But I couldn't actually do anything with it. It just wandered the map because I couldn't assign it to an area or person, and I couldn't use it for my own caravans. I ended up losing the tank when I eventually abandoned the area in favor a spot closer to a trading hub.

Its probably still out there, roaming the wilds as a free tank.

LMAO~

This is a problem when another mod makes caravan do weird stuffs~ haha

I will rework the caravan or improve it, and see whether I can make the tank "tameable"
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: fernandonc123 on January 21, 2018, 01:53:28 PM
GOD KING please tell me how i kill the tank because i have tried using a freezer with temps over -230c and nothing happened on the equipaments tab of the tank says that the confortable temperature is 0c to 50c. i stanting to think this tank is a son of Jiren...
LOL
im from brazil sorry for my bad english :/
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on January 21, 2018, 03:08:35 PM
Quote from: fernandonc123 on January 21, 2018, 01:53:28 PM
GOD KING please tell me how i kill the tank because i have tried using a freezer with temps over -230c and nothing happened on the equipaments tab of the tank says that the confortable temperature is 0c to 50c. i stanting to think this tank is a son of Jiren...
LOL
im from brazil sorry for my bad english :/

LOL... erm... you can use the devmode for one. LMAO~

The tank is designed to be almost unkillable... (might change that for the next update)

What happened?
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: fernandonc123 on January 22, 2018, 09:15:56 PM
Quote from: Walking Problem on January 21, 2018, 03:08:35 PM
Quote from: fernandonc123 on January 21, 2018, 01:53:28 PM
GOD KING please tell me how i kill the tank because i have tried using a freezer with temps over -230c and nothing happened on the equipaments tab of the tank says that the confortable temperature is 0c to 50c. i stanting to think this tank is a son of Jiren...
LOL
im from brazil sorry for my bad english :/

LOL... erm... you can use the devmode for one. LMAO~

The tank is designed to be almost unkillable... (might change that for the next update)

What happened?

just make that thing killable please... i need those loots... XD
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on January 23, 2018, 09:45:51 AM
Quote from: fernandonc123 on January 22, 2018, 09:15:56 PM
just make that thing killable please... i need those loots... XD

HHMMMMMMMmmmmmmmm............
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Canute on January 23, 2018, 09:57:10 AM
Does you want start a vote ?
I am against it ! Unkillable,undownable but pacifist ! :-)
The company got the best secured transport vehicle.
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on January 23, 2018, 11:33:21 AM
Quote from: Canute on January 23, 2018, 09:57:10 AM
Does you want start a vote ?
I am against it ! Unkillable,undownable but pacifist ! :-)
The company got the best secured transport vehicle.

Actually I can come out with like 3 version of transport.

- Super fast, lightly armored, light weapon
- Super slow, virtually unkillable, no weapons
- Current one, (changed to) medium armor, (change back to) OP weapon

Then its up to your luck, which transport is chosen to deliver the goods.
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: SPas on January 31, 2018, 08:17:43 AM
say if i delete trading economy 2.2 and install 2.4 in my current save is it compatible?
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Canute on January 31, 2018, 09:09:16 AM
They should be.
But to be sure, just backup the old 2.2 folder.
And when the safegame isn't loading you can revert the changes.
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Desert Pone on January 31, 2018, 09:59:48 AM
i love the mod, it makes getting stuff much much easier but would it be possible to add in an "exotic" animals caravan to the agri traders? i really need some elephants to haul all my stone for my highway crafting projects and alpacas are making my colonists crack while waiting.

or maybe a blackmarket trader,  stuff is super expensive (maybe a 3X price multiplier?) but you can find stuff that isen't sold on the regular walkblem table or makes you question just where the hell they found someone who could tame a thrumbo or megaspider (or even where they found the thrumbo or spider and how they captured it)
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on January 31, 2018, 11:15:52 AM
Quote from: SPas on January 31, 2018, 08:17:43 AM
say if i delete trading economy 2.2 and install 2.4 in my current save is it compatible?

Yes, its save compatible.

Quote from: Desert Pone on January 31, 2018, 09:59:48 AM
i love the mod, it makes getting stuff much much easier but would it be possible to add in an "exotic" animals caravan to the agri traders? i really need some elephants to haul all my stone for my highway crafting projects and alpacas are making my colonists crack while waiting.

or maybe a blackmarket trader,  stuff is super expensive (maybe a 3X price multiplier?) but you can find stuff that isen't sold on the regular walkblem table or makes you question just where the hell they found someone who could tame a thrumbo or megaspider (or even where they found the thrumbo or spider and how they captured it)

hmm....

Okay I will think about that... hmmm.....
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Mufflamingo on February 04, 2018, 12:33:49 AM
Hello. I started a new game and decided I want a farm. If I go to walkbelm agricultural base, will they sell cows pigs and chickens there? Or should I wait for a caravan?
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: SunSeeker on February 04, 2018, 09:44:57 AM
Hi man, i'm playing this with hardcore pack and its making my life a lot easier! thanks!

So, I was wondering, what do you think about add diferent kinds of armors, it's kinda strange for a merchant travel in a heavy armor on foot, or maybe make a patch alongside with giddy up and make them mount some really expensive animals (like that annoying kirin or a thrumbo).

In my game, the often ride satyrs or deers, it's kinda strange  ;D

but anyway, its just some fuel for your ideas, thanks again for you incredible mod!
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on February 08, 2018, 11:32:16 AM
Quote from: Mufflamingo on February 04, 2018, 12:33:49 AM
Hello. I started a new game and decided I want a farm. If I go to walkbelm agricultural base, will they sell cows pigs and chickens there? Or should I wait for a caravan?

Yes, they sell all the farm animals and domestic pets! Go to them is faster~

Quote from: SunSeeker on February 04, 2018, 09:44:57 AM
Hi man, i'm playing this with hardcore pack and its making my life a lot easier! thanks!

So, I was wondering, what do you think about add diferent kinds of armors, it's kinda strange for a merchant travel in a heavy armor on foot, or maybe make a patch alongside with giddy up and make them mount some really expensive animals (like that annoying kirin or a thrumbo).

In my game, the often ride satyrs or deers, it's kinda strange  ;D

but anyway, its just some fuel for your ideas, thanks again for you incredible mod!

I not sure how they decide which animal to ride... but the escorts are mercenaries... Walkblem Corporation do not like to spend too much on those dispensable fools partners....
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Mufflamingo on February 08, 2018, 01:55:25 PM
Yes. I got tired of waiting of a caravan so I decided to travel to the nearest base and boy lots of animals were being sold. Thanks for this mod really, I dont need to hope and pray for a cow in a nearby settlement faction.

Also, I noticed the name of the corporation WALKing proBLEM. Cool name.  ;D
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: thorpey949 on February 08, 2018, 07:01:10 PM
Can I install this mod in an ongoing game?
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Harry_Dicks on February 08, 2018, 07:17:02 PM
You can, but you'll need to edit your save or use the mod "Faction Discovery" to be able to trade with the new traders, since they are all their own factions.
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on February 09, 2018, 08:43:15 AM
Quote from: Mufflamingo on February 08, 2018, 01:55:25 PM
Yes. I got tired of waiting of a caravan so I decided to travel to the nearest base and boy lots of animals were being sold. Thanks for this mod really, I dont need to hope and pray for a cow in a nearby settlement faction.

Also, I noticed the name of the corporation WALKing proBLEM. Cool name.  ;D

Heehee - well spotted.

Yeah, usually its much more worth it to visit the corporation themselves than asking them to come. But getting the muffalos in early game to carry your stuff to sell is near impossible, since muffalos are hard to come by in early game~ 

Quote from: thorpey949 on February 08, 2018, 07:01:10 PM
Can I install this mod in an ongoing game?

Yes, with Faction Discovery mod~
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: thorpey949 on February 09, 2018, 02:41:18 PM
Cheers for the replies.
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Exende on February 10, 2018, 10:42:11 PM
I haven't played in weeks but when I booted up the game this message in my logs:

[[B18] Trading Economy Mod 2.4 ] Patch operation Verse.PatchOperationRemove(*/ThingDef[defName = "AIPersonaCore"]/tradeability) failed
file: D:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1130945311\Patches\ProductsPatches.xml
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on February 11, 2018, 11:47:53 AM
Quote from: Exende on February 10, 2018, 10:42:11 PM
I haven't played in weeks but when I booted up the game this message in my logs:

[[B18] Trading Economy Mod 2.4 ] Patch operation Verse.PatchOperationRemove(*/ThingDef[defName = "AIPersonaCore"]/tradeability) failed
file: D:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1130945311\Patches\ProductsPatches.xml
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Typically something like that wont break the game. But loading this last may help.

Basically what it says is that, the attempt to make AIPersonaCore tradeable is failed. Not too sure why this happen. It could be a case where another mod also did the same "removal" of the code that is limiting the AIPersonaCore from being tradeable
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Harry_Dicks on February 11, 2018, 11:53:17 AM
I was thinking of what mods change that item. I think Sparkling Worlds does. Can you post your modlist or HugsLib report, Exende?
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on February 11, 2018, 11:57:05 AM
Quote from: Harry_Dicks on February 11, 2018, 11:53:17 AM
I was thinking of what mods change that item. I think Sparkling Worlds does. Can you post your modlist or HugsLib report, Exende?

Typically its not a problem. If the patching fail, it just means another mod had already done the same thing.

So the game will just run normally without problems. =}
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Epson on February 21, 2018, 01:20:49 PM
Question: If I wanted to tweak the mod so that I can only receive trade caravan from Walkblem if I contact them through the comms console how would I do this?

I love the mod so far. My two problems are that they are always the visiting caravan because of the 4 factions, which breaks the immersion of rag-tag trading caravan for me and I'd also like to add a little bit to the difficulty by forcing me to pay silver for what I need.

Also a quick suggestion: if possible you should jack the price of the technology goods significantly. 1800 silver for the resurrector is just so cheap :P.
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on February 21, 2018, 03:40:34 PM
Quote from: Epson on February 21, 2018, 01:20:49 PM
Question: If I wanted to tweak the mod so that I can only receive trade caravan from Walkblem if I contact them through the comms console how would I do this?

I love the mod so far. My two problems are that they are always the visiting caravan because of the 4 factions, which breaks the immersion of rag-tag trading caravan for me and I'd also like to add a little bit to the difficulty by forcing me to pay silver for what I need.

Also a quick suggestion: if possible you should jack the price of the technology goods significantly. 1800 silver for the resurrector is just so cheap :P.

You cannot do that unfortunately. So... you just have to make do with the presence of my rich powerful corporations on your planet.... its just business. =P

--- as for the resurrector - thats the vanilla price
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on March 05, 2018, 10:39:43 AM
Sneak Peek/Update for Trading Economy 2.5
Production is currently in the final stage.

This update will add a series of Walkblem vehicles, which you can buy and own like pets (and drive them, if you have Giddy Up mod) - providing significant firepower to your defenses, especially those who plays with OP faction mods, like Orassan (i really dun suggest pissing them still....) or my Arachnid mod. The vehicles, especially Walkblem Hoverbike or Walkblem Armored Car are also perfect for navigating big maps, and engaging in hit & run tactics (with Run & Gun mod)

Walkblem Hover Bike
(http://walkingproblem.com/wp-content/uploads/2018/03/hoverbike.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/hoverbike-2.png)

Walkblem Armored Car
(http://walkingproblem.com/wp-content/uploads/2018/03/armored-car-3.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/armored-car.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/armored-car-2.png)


Walkblem Infantry Fighting Vehicle (IFV) <-- might change name and weapons for this. Considering
(http://walkingproblem.com/wp-content/uploads/2018/03/IFV.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/crazy-firepower.png)

Walkblem Tank
(http://walkingproblem.com/wp-content/uploads/2018/03/Tank.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/Tank-2.png)

Walkblem Artillery
(http://walkingproblem.com/wp-content/uploads/2018/03/Artillery.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/Artillery-2.png)

So there are still some small changes and mechanics that I am working on, and I should be launching this update, very very soon.
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Canute on March 05, 2018, 11:32:28 AM
The bike's are a neat idea.
But it look's abit strange that pawn's ride the armoured car's.
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Drglord on March 05, 2018, 11:50:53 AM
First give us already the hover bikes.... It is cruel to keep us waiting....

2nd i am getting this error which i think it's not important... i was just wondering... I think the mod is trying to add ai in the traders? And i think some other mod has done that already? Or i could be completely wrong here...

[[B18] Trading Economy Mod 2.4 ] Patch operation Verse.PatchOperationRemove(*/ThingDef[defName = "AIPersonaCore"]/tradeability) failed
file: E:\Games\RimWorld.v0.18.1722\Mods\TradingEconomy V2.4\Patches\ProductsPatches.xml
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Harry_Dicks on March 05, 2018, 12:49:36 PM
Something else is changing the AI persona core. Do you have Sparkling World's installed too?
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on March 05, 2018, 03:52:44 PM
Quote from: Drglord on March 05, 2018, 11:50:53 AM
First give us already the hover bikes.... It is cruel to keep us waiting....

2nd i am getting this error which i think it's not important... i was just wondering... I think the mod is trying to add ai in the traders? And i think some other mod has done that already? Or i could be completely wrong here...

[[B18] Trading Economy Mod 2.4 ] Patch operation Verse.PatchOperationRemove(*/ThingDef[defName = "AIPersonaCore"]/tradeability) failed
file: E:\Games\RimWorld.v0.18.1722\Mods\TradingEconomy V2.4\Patches\ProductsPatches.xml
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

muahhahahHAHAHAA~~~~!!!

and that error is because another mod patched it too~
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: Drglord on March 05, 2018, 06:18:20 PM
Also sorry but even though it sounds cool it  seems that they are plenty of bugs (could be conflicts). Had to stop a run in the end. Good work though.
1st) Multiple Lord errors were produced every time a caravan arrived....
2nd) Alot of times caravans with just 1 person arrived with no stuff
3rd) 9 of 10 times i requested for help just a single guy arrived and the one time 10 power armor guys arrived seems quite weird

Anyways it is a great work but too many bugs to squash and hunt down in my current setup. But keep up the good work maybe i'll check it out when hovercrafts arrive.
Title: Re: [B18] Trading Economy 2.4 - weapons NOT OP anymore!
Post by: WalkingProblem on March 06, 2018, 09:05:10 AM
Quote from: Drglord on March 05, 2018, 06:18:20 PM
Also sorry but even though it sounds cool it  seems that they are plenty of bugs (could be conflicts). Had to stop a run in the end. Good work though.
1st) Multiple Lord errors were produced every time a caravan arrived....
2nd) Alot of times caravans with just 1 person arrived with no stuff
3rd) 9 of 10 times i requested for help just a single guy arrived and the one time 10 power armor guys arrived seems quite weird

Anyways it is a great work but too many bugs to squash and hunt down in my current setup. But keep up the good work maybe i'll check it out when hovercrafts arrive.

Make sure you load the mod towards the end of the mod list. Sounds more like mod conflict to me. As for the request for help, because mercenaries are apparently "expensive" - its a vanilla thing.
Title: Re: [B18] Trading Economy 2.5 – Walkblem Vehicles!!!
Post by: WalkingProblem on March 20, 2018, 03:07:12 PM
(http://walkingproblem.com/wp-content/uploads/2018/03/preview.png)

WALKBLEM GALACTIC CORPORATION RENOUNCES THE RIMWORLDS ACCORDS

Walkblem Galactic Corporation had announced their withdrawal from the RimWorlds Accprds that regulates and prevents the introduction of heavy weaponries into the frontier systems.

In a statement by the CEO of Walkblem Galactic Corporation, MJ Lim declares his disdain for all the hypocrisy of the GlitterWorlds establishments, where restrictions and shifting regulations had severely hurt the interest of the mega corporation. According to the spirit of the accord, corporations like Walkblem Corporations are forbidded from introducing advanced weaponry into the RimWorlds, to prevent war and violence. However, according the MJ Lim, he accused the GlitterWorlds of taking a blind eye on the fact that RimWorld is already full of wars and violence, not to mention that advanced weaponries had been introduced by multiple factions from the GlitterWorlds – while Walkblem Corporation is limited in its ability to defend their employees and properties.

Thus Walkblem Galactic Corporation had decided to bypass the regulations, and introduce military vehicles that Walkblem Corporations had used during the previous 2 wars.

CEO, MJ Lim reiterate the stand of Walkblem Corporations, as well as a thinly veiled threat against the GlitterWorlds governments, "We don't want to deal with politics, but don't fuck with us!"

In a separate press release, Walkblem Galactic announces that they will be militarising all Walkblem Corporations across the entire galaxy, to secure their facilities and businesses, as well as the complete activation of their military force to discourage the GlitterWorlds governments from doing something silly. They also announced the sale of Walkblem Vehicles via the Walkblem Military Corporations (walk in sale only) and that they will no longer use mercenaries, but instead deploy their standing military forces to all the stations and duties. Walkblem Galactic also warns against any pirates or factions that dares to attack their caravans, promising a swift and violent end to those who would dare.

Finally, CEO, MJ Lim demands you to pay your tributes to his Patreon account for more mods and updates: patreon.com/walkingproblem

-----

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-2-5/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0

ADVANCED ANIMALS FRAMEWORKS Required: http://walkingproblem.com/2018/03/21/b18-advanced-animal-frameworks-1-0/
JECTOOLS Required: https://ludeon.com/forums/index.php?topic=32868.0
GIDDYUP! Recommended: https://ludeon.com/forums/index.php?topic=37323.0

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

———-

VER 2.5 DEVELOPER'S NOTE
This is a huge huge update, that is launch alongside the new Advanced Animal Frameworks that will be used to power all future and current Walking Problem mods.

The most significant of the updates in this update, is the addition of vehicles that you can own. People had been dying to own the WHAC, and now we have finally made it happen. And not just one armored vehicle, but 5 different vehicles that can be used to great effect with Giddy Up mod. I also added a new uniform that helps to distinct officers/traders from the soldiers, and also replaced all the mercenaries to Walkblem soldiers once again, due to the change in the politics in the backstory.

The mod also now requires Jectools, because I had used one of its feature that resizes the weapons, for the vehicles.

Hope you guys have fun with the new vehicles!!

———-

VER 2.5 CHANGELOG:
– Added 5 autonomous vehicles: Walkblem Hover Bike, Walkblem Armored Car, Walkblem Artillery, Walkblem Tank, Walkblem IFV
– Added a new weapon: Walkblem Charged Blaster
– Walkblem Trader/Executive/Officer will now have their own uniform
– Added Giddy-Up support: with GiddyUp mod, Walkblem soldiers will all be mounted on Hover Bikes or Armored Cars
– Walkblem Heavy Armored Caravan weapon is charged from Walkblem Charge AutoCannon to Walkblem Charge MG
– WHAC's armor stats and health is adjusted
– Walkblem Corporations will now accept Gold as payment/currency.
– Set all product patching to always success to remove patching failure prompt
– The mod now requires Jectools and Advanced Animal Frameworks to work

--------

(http://walkingproblem.com/wp-content/uploads/2018/03/hoverbike.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/armored-car-3.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/IFV.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/Tank.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/Artillery.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/officer.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/gunbladers.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/tanks.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/arty.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/apes-on-hover-bikes.png)
(http://walkingproblem.com/wp-content/uploads/2018/03/hoverbike-journey.png)
Title: Re: [B18] Trading Economy 2.6 – minor update~
Post by: WalkingProblem on March 22, 2018, 02:36:55 PM
TRADING ECONOMY 2.6 Update!

(http://walkingproblem.com/wp-content/uploads/2018/03/preview2.6.png)

CHANGELOG VER 2.6
– Removed Hoverbikes from escorting caravans, due to traders selling them away, causing unresolvable bugs
– Disable Walkblem Vehicles from spawning in manhunter events

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-2-6/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311

ADVANCED ANIMALS FRAMEWORKS Required: http://walkingproblem.com/2018/03/21/b18-advanced-animal-frameworks-1-0/
Title: Re: [B18] Trading Economy 2.6 – minor update~
Post by: Canute on March 22, 2018, 05:18:48 PM
WP,
could you maybe made these Hoverbikes as seperated mod ?
Research and craftable and feed by chemfuel ! :-)
They would be the ideal riding creature for extreme biome. On non extreme biome the horse mod works wonderful.
But with temp above +50C or below -20C it is hard for them to survive.
Title: Re: [B18] Trading Economy 2.6 – minor update~
Post by: coldcell on March 23, 2018, 03:34:15 AM
Is this mod order correct?

Advanced Animals Framework
Jectools
Giddy Up
Trading Economy
Title: Re: [B18] Trading Economy 2.6 – minor update~
Post by: WalkingProblem on March 24, 2018, 04:39:15 PM
Quote from: Canute on March 22, 2018, 05:18:48 PM
WP,
could you maybe made these Hoverbikes as seperated mod ?
Research and craftable and feed by chemfuel ! :-)
They would be the ideal riding creature for extreme biome. On non extreme biome the horse mod works wonderful.
But with temp above +50C or below -20C it is hard for them to survive.


Will consider.

Feeding by chemfuel proved to be a difficult thing to implement, because Chemfuel is not a form of food, and the hoverbike is a form of animal. lol....

Quote from: coldcell on March 23, 2018, 03:34:15 AM
Is this mod order correct?

Advanced Animals Framework
Jectools
Giddy Up
Trading Economy

You can put Jectools higher.

Giddy Up have a lot of sub mods, I recommend you get all of them.
Title: Re: [B18] Trading Economy 2.6 – minor update~
Post by: Canute on March 24, 2018, 05:58:33 PM
QuoteFeeding by chemfuel proved to be a difficult thing to implement, because Chemfuel is not a form of food, and the hoverbike is a form of animal. lol....
So long they don't need to fuel up haygrass it is ok :-)

Maybe electrical like the Misc.Robots.


Title: Re: [B18] Trading Economy 2.6 – minor update~
Post by: WalkingProblem on March 26, 2018, 01:53:31 PM
Quote from: Canute on March 24, 2018, 05:58:33 PM
QuoteFeeding by chemfuel proved to be a difficult thing to implement, because Chemfuel is not a form of food, and the hoverbike is a form of animal. lol....
So long they don't need to fuel up haygrass it is ok :-)

Maybe electrical like the Misc.Robots.

So tentatively, its a difficult issue to resolve. So i'm just gonna quietly leave it there for now.... LOL

And work on other stuffs which I had been been putting aside~
Title: Re: [B18] Trading Economy 2.6 – minor update~
Post by: Canute on March 26, 2018, 04:45:30 PM
Hmm ok to bad.

But if you got time/passion couldn't you just  ask Haplo about the Robot code (about the recharge abiltiy).
Put your textures and animal frame on top.
Maybe adjust their job's a bit so they don't haul by their own.
Title: Re: [B18] Trading Economy 2.6 – minor update~
Post by: WalkingProblem on March 28, 2018, 03:42:58 AM
Quote from: Canute on March 26, 2018, 04:45:30 PM
Hmm ok to bad.

But if you got time/passion couldn't you just  ask Haplo about the Robot code (about the recharge abiltiy).
Put your textures and animal frame on top.
Maybe adjust their job's a bit so they don't haul by their own.

You mean dun allow the vehicles to haul?

(The robots may be using entirely different framework to power them - like more akin to human pawns - which in itself already resolves most problems that animals faces)
Title: Re: [B18] Trading Economy 2.6 – minor update~
Post by: coldcell on March 31, 2018, 11:26:30 AM
I'm assuming this is not compatible with CE since it adds vehicles, armor and weapons?

Is there a way to get the trading factions without the above so it can be used with CE?
Title: Re: [B18] Trading Economy 2.6 – minor update~
Post by: SunSeeker on April 07, 2018, 05:24:20 PM
so, i just updated the mod and here are my thoughts:

I loved the vehicles, I don't if you remember but once I said it was strange to see walkeblem officers mounting on deers lol. But on my game, maybe the 3rd raid the pirates was mounting a mobile artillery. no big deal since it doesn't shoot or anything but it was "maybe too early" for them to use it.

While I personally think the armors were too much overpowered, at least they game more protection from temperature. The new suits don't give that protection and in winter often the traders give up on me and leave the map.

the weapons now are useless. I think its a incompatibility with CE. plan to do a patch to work with it maybe?

But anyway, congrats on making a marvelous mod even better!
Title: Re: [B18] Trading Economy 2.6 – minor update~
Post by: tonsrd on May 10, 2018, 09:54:53 AM
I like the look of tank / arty and all the other vehicles but I disliked the "size" of the turrets. seems out of place. ( pictures show them 2x bigger than the  vehicles )

there a mod that lets you buy/send for a trade ship to visit, ( 1k silver 10 componts 50 plasteel 50 gold ),  does ur mod have trade ships or only caravan/convoy ?

how hard is it to kill a convey/APC they all seem to carry 10k-100k+ silver worth of "stuff" im too tempted to ignore them. ( I need to kill them all )
-can you increase the "points/value" of arty and make then none riddable ?
Title: Re: [1.0] Trading Economy 3.0
Post by: WalkingProblem on November 28, 2018, 12:44:22 PM
[1.0] TRADING ECONOMY 3.0

(http://walkingproblem.com/wp-content/uploads/2018/10/preview3.0.png)

Added Non-Steam Download

---

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-trading-economy-3-0/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0

ADVANCED ANIMALS FRAMEWORKS Required: https://steamcommunity.com/sharedfiles/filedetails/?id=1336991209
JECTOOLS Required: https://ludeon.com/forums/index.php?topic=32868.0
GIDDYUP! Recommended: https://ludeon.com/forums/index.php?topic=37323.0

CHANGELOG VER 3.0
– Updated mod to RW1.0
– Reworked all the caravans.
– Added 2 caravans types to the Trading faction
– Reworked Walkblem Vehicle AI (via Advanced Animal Frameworks)
– There is an infinite Group.AI loop bug when you use Walkblem Vehicles to attack enemy outpost. It doesnt break the game though. Meanwhile, just ignore it.
Title: [1.0] Trading Economy 3.0
Post by: WalkingProblem on November 30, 2018, 02:44:14 PM
(http://walkingproblem.com/wp-content/uploads/2018/03/preview2.6.png)

Have you find it lame to plant your own food just to find it insufficient to get past the winter?

Did you felt that insane need to strangle all those trade caravans pawns that never brings you what you need?

Or have you just always want to build a carpentry business to sell your lovely furnitures without needing to worry about food and lack of timber?

Then this is the mod for you!

----

Introducing the Trading Economy mod!
Just as the same of the mod suggest, this mod introduces "real trading" into the world of Rimworld. Graduate from your rimworld life of living like a overdue cavemen, into the industrialised modern world of Capitalism and never needing to know how your food got slaughtered!

This mod introduces 6 different multi-system corporations that had set up their operations on your local planet. Each of them plays a different key role in the rimworld's economy, offering vital products that sustains all economic activities on the planet.


(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemAgriculture.png)
Walkblem Agricultural Conglomerate
Perhaps the most important and influential corporation in the RimWorld Systems. They dominates all agricultural sectors, including farming, forestry, animal husbandry, etc... Providing colonies and regional military forces vital food, timber and animal supplies. If you need grains, fruits, vegetables, wood, cloths, leather, pets or farm animals – this is the company that you need to look out for!

Pets and Farm Animals Caravan
– 5-50 x 8 species of domesticated animals

Raw Meat Caravan
– 125-1000 x meat from 10-15 species of animals

Grain Caravan
– 1000-7000 x rice

Fruits and Vegetable Caravan
– 500-2000 x corn, potatoes, agave, berries, fungus & ambrosia each

Hops Caravan
– 1000-5000 x hops
– 10-50 x Fermenting Barrel

Hay Caravan
– 2500-8000 x hay

Textile Caravan
– 100-1000 megasloth wool
– 500-1000 muffalo wool
– 500-1000 camel wool
– 500-1000 alpaca wool

Wood Lumber Caravan
– 2500-8000 x woodlog

Fur and Leather Caravan
– 250-1000 x leathers from 15-20 species of animals

Psychoid and Smokeleaf Leaves Caravan
– 2000-5000 x smokeleaf
– 2000-5000 x psychoid

Milk and Eggs Caravan
– 500-3000 x milk
– 500-2000 x unfertilized eggs from 5-8 species

Processed Food Caravan
– 250-1000 x survival meal pack
– 1000-3000 x nutrient paste
– 1000-5000 x kibble
– 1000-5000 x pemmican



(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemMining.png)
Walkblem Mining Corporations
The biggest mining operations in the RimWorlds are without doubt, owned and run by the mighty Walkblem Mining Corporation. Not only to they mine all form of minerals and precious metals, they also operates industrial scale brick making operation, promising the best building materials you can find. If you need bricks of all materials, all type of metals (including uranium) or precious materials like Gold or Jade – this is the company you should call.

Sandstone Blocks Caravan
– 500-5000 x sandstone block

Granite Blocks Caravan
– 500-5000 x granite block

Limestone Blocks Caravan
– 500-5000 x limestone block

Slate Blocks Caravan
– 500-5000 x slate block

Marble Blocks Caravan
– 500-5000 x marble block

Gold Caravan
– 250-2500 x gold

Steel Caravan
– 500-5000 x steel

Plasteel Caravan
– 500-3000 x plasteel

Uranium Caravan
– 250-3000 x uranium

Jade Caravan
– 150-800 x jade


(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemPharma.png)
Walkblem Pharmaceuticals
As long as they are people, there are the Big Pharmas. Walkblem Pharmaceuticals is definitely the go to place for all your medical supply needs. Medicine, Drugs or Body Parts – they have them all! (Bionics included!)

Medicines Caravan
– 50-1000 x medicine of 3 types

Drugs Caravan
– 10-1000 x gojuice
– 10-1000 x wakeup
– 100-1000 x psychite tea
– 10-1000 x yayo
– 10-1000 x flake
– 10-1000 x penoxycline

Bodyparts and Bionics Caravan
– 5-15 x natural body parts of 4 types (mainly organs)
– 5-25 x artificial body parts of 11 types
– 3-12 x PowerClaw
– 2-5 x Archotech Eye
– 2-5 x Archotech Arm
– 2-5 x Archotech Leg
– 2-10 x Joywire
– 2-10 x Painstopper


(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemTechnologies.png)
Walkblem Technologies
They are amongst the giants of the great technological firms in the Glitter Worlds. The company venture into the Rim Worlds as they seek to fill up the market gaps that exists in this new frontier, as the lack of glitter tech products in the region promises great profits and rewards for the company. If you need hard to find or produced products like components, chemfuels, neutroamine, hi-tech fabrics, AI Core, Neurotrainer or simply some nice electronics for your comfort – Walkblem Technologies is the key!

Components Caravan
– 150-800 x industrial component
– 100-300 x spacer component

Chemfuel Caravan
– 1000-5000 x chemfuel

Neutroamine Caravan
– 500-3000 x neutroamine

Hyperweave Caravan
– 1000-2500 x hyperweave

Synthread Caravan
– 2500-5000 x synthread

Persona Core Caravan
– 2-5 x AI persona core
– 5-25 x techprof subpersona core

Mechanite Caravan
– 5-25 x mech serum neurotrainer
– 5-25 x mech serum healer
– 5-10 x mech serum resurrector
– 100-1000 x luciferium

Experimental Weapon Caravan
– 10-25 x psychic insanity lance (one-use berserk lance – thru wall)
– 10-25 x psychic shock lance (one-use brain damage)
– 10-25 x psychic animal pulser (one-use all animal on map manhunting rage)
– 2-10 x orbital bombardment targeter
– 2-10 x orbital power beam targeter
– 2-10 x tornado generator
– 1-10 x walkblem power armor helmet
– 1-20 x walkblem smokepop belt
– 1-10 x walkblem power armor
– 1-10 x walkblem exo suit
– 1-10 x walkblem gunblade
– 1-3 x walkblem charge sniper rifle
– 1-15 x walkblem charge rifle

Experimental Technology Caravan
– 5-10 x psychic emanator (improve mood of people nearby)
– 2-10 x vanometric power cell (resource-free power)
– 2-10 x infinite chemreactor (self producing chemfuel)
– 10-25 x psychic soothe pulser (one-use temporary mood boost to all on map)



(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemMilitary.png)
Walkblem Military Industrial Complex
Among the very first of the companies under Walkblem Galactic Holdings to venture into the RimWorlds, this notorious corporation had been supplying arms to both the light and the dark forces without reservations. Lawsuits are still underway for the alleged supplying of arms to pirates and incite wars on multiple planets, WMIC continues to be the primary supplier of high grade military weapons in the region. Modern firearms, or medieval weaponry, advanced armor or base defense turrets – they have them all!

Guns Caravan
– 5-25 x ranged weapons (minus medieval/tribal types) of 16 types

Medieval Weapons Caravan
– 5-25 x ranged weapons (medieval/tribal types) of 4 types
– 5-25 x melee weapons (medieval/tribal types) of 7 types

Armor and Grenade Caravan
– 5-25 x grenades of 3 types
– 5-20 x plate armor
– 5-20 x flak vest
– 5-20 x flak pants
– 5-20 x flak jacket
– 1-10 x power armor
– 5-20 x simple helmet
– 10-40 x advanced helmet
– 1-10 x power armor helmet
– 1-10 x shield belt
– 1-10 x smokepop belt

Survival Food Caravan
– 1000-3000 x pemmican
– 500-2500 x survival meal pack

Turret and Shells Caravan
– 50-500 x high explosive shell
– 50-500 x incendiary shell
– 50-500 x emp shell
– 50-500 x firefoam shell
– 10-25 x antigrain warhead shell
– 2-10 x mini turret
– 2-10 x autocannon turret
– 2-10 x sniper turret
– 2-10 x mortar turret
– 5-50 x spike trap



(http://walkingproblem.com/wp-content/uploads/2017/09/WalkblemTradings.png)
Walkblem Galactic Tradings
The best friend to all colonies and industrial upstarts in the RimWorlds, these are the guys that help to bring your products to the mass markets of the Glitter Worlds. Extremely resourceful at find buyers for all kind of products, they are willing to buy anything you are able to offer them, in exchange for the vital silver coins that everyone needs to be part of the great trading economy. If you intend to mass produce products, and you are looking for a buyer with the deep pockets to buy them all – there can be no one else than Walkblem Galactic Tradings.

Galactic Trading Buyers Caravan
– 10000-50000 x silver
– buys anything from you

Cloth Caravan
– 5500-12000 x cloth
– 1000-3000 x devilstrand cloth

Glitter Products Caravan
– 500-2500 x chocolate
– 500-2500 x beer
– 1-5 x tube television
– 1-5 x flatscreen television
– 1-5 x megascreen television
– 1-5 x telescope
– 5-25 x heater
– 5-25 x battery
– 5-10 x deep drill
– 5-10 x multi analyzer
– 5-10 x tool cabinet
– 5-10 x vitals monitor

--------

BACKSTORY: WALKBLEM GALACTIC CORPORATION
Walkblem Galactic Corporation (the parent company to all these Walkblem corporation) is a galactic wide conglomerate that is already among the most powerful corporations in the glitterworld.

Assessing that the newly discovered systems of the RimWorlds as perfect untapped market to venture into, Walkblem Galactic Corporation decreed all its subsidiaries to enter into the RimWorlds during the A17 years – to dominate the markets and control the entire economy of these "freezones".

So they started doing mining, farming and selling stuffs from the glitterworld and from their own factories. Caravaning however, is like an afterthought – so they started off using local mercenaries and muffalos to do the transportation of goods to trade with distant colonies.

But unexpectantly, the colonies started robbing the super rich caravans. In reaction, the Walkblem Corporations sent in their private army – the Walkblem Soldiers to replace the unreliable and "weak" mercenaries. However, while the caravans are well defended, the losses continue to mount... and proliferation of super advanced weaponry is causing huge amount of problems.

After losing trillions of silver from the loss of goods/products, high tech weaponry/equipment as well as paying compensation to the fallen soldiers' family in the A17 years, so finally, at the beginning of the B18 years, Walkblem Galactic Corporation decreed all the subsidiary companies to start using a military vehicle that was previously banned from being used in the rimworlds, called the Walkblem Heavy Armored Caravan (WHAC). The converted Walkblem Heavy Armored Infantry Carrier Vehicle, is armed with the Walkblem Charge Cannon (its like a big version of the Walkblem Charge Rifle) – to ensure that all the goods will be secure in the evil and unscrupulous world of Rimworlds.

So Walkblem Soldiers are mostly withdrew, leaving a skeleton force on each of the RimWorld Planets, and return to using the "cheap" Mercenaries as the escort force – balancing the cost of bringing and operating such heavy military weaponry to the rimworlds.

The withdrawing of Walkblem Galactic Corporation's soldiers from escort duty is not enough to avoid the massive political pressure building up in the GlitterWorlds. The corporation was then threaten with sanctions by the GlitterWorlds to only use mercenaries for escort duties and civilians for trading work, in order prevent anymore advanced weaponries falling into the wrong hands. The new limitations did not however prevent Walkblem corporations to continue the deployment of its military protect their RimWorld outposts.

But amidst the bad news, came some positive developments: Walkblem Galactic Corporation introduced a new set of uniforms that matches the technological edge and its galaxy-wide brand recognition. The new Walkblem Helmet features AI-assisted target and combat system, improving the combat capabilities of its soldiers. The new Walkblem Power Armor, now features a stronger armor while losing most of its speed enhancements. Walkblem Gunbladers receives a light version of the Walkblem Power Armor, known as the Walkblem Exo Suit, providing incredible movement speed and agility for the melee soldiers. Walkblem Charged Sniper Rifle and the Walkblem Charged Rifle both had their explosive round's explosive radius reduced to minimized collateral damages and friendly fires (rumors had it that it was to prevent sanctions for having Over Powered weapons in the Rims)

On March 21st of the B18 era, Walkblem Galactic Corporation had announced their withdrawal from the RimWorlds Accprds that regulates and prevents the introduction of heavy weaponries into the frontier systems.

In a statement by the CEO of Walkblem Galactic Corporation, MJ Lim declares his disdain for all the hypocrisy of the GlitterWorlds establishments, where restrictions and shifting regulations had severely hurt the interest of the mega corporation. According to the spirit of the accord, corporations like Walkblem Corporations are forbidded from introducing advanced weaponry into the RimWorlds, to prevent war and violence. However, according the MJ Lim, he accused the GlitterWorlds of taking a blind eye on the fact that RimWorld is already full of wars and violence, not to mention that advanced weaponries had been introduced by multiple factions from the GlitterWorlds – while Walkblem Corporation is limited in its ability to defend their employees and properties.

Thus Walkblem Galactic Corporation had decided to bypass the regulations, and introduce military vehicles that Walkblem Corporations had used during the previous 2 wars.

CEO, MJ Lim reiterate the stand of Walkblem Corporations, as well as a thinly veiled threat against the GlitterWorlds governments, "We don't want to deal with politics, but don't fuck with us!"

In a separate press release, Walkblem Galactic announces that they will be militarising all Walkblem Corporations across the entire galaxy, to secure their facilities and businesses, as well as the complete activation of their military force to discourage the GlitterWorlds governments from doing something silly. They also announced the sale of Walkblem Vehicles via the Walkblem Military Corporations (walk in sale only) and that they will no longer use mercenaries, but instead deploy their standing military forces to all the stations and duties. Walkblem Galactic also warns against any pirates or factions that dares to attack their caravans, promising a swift and violent end to those who would dare.

In B18 era, Walkblem Corporations remain as the most powerful corporation operating in the RimWorlds, with no true competition to rival its monopoly of the RimWorld economy.

But at the turn of RW1.0 era, Walkblem Galatic declares a sudden emergency.

As the crisis between Walkblem Galactic Corporation and the GlitterWorlds governments continues over the withdrawal from the RimWorlds Accords that regulates and prevents the introduction of heavy weaponries into the frontier systems, CEO of Walkblem Galactic Corporation, MJ Lim suddenly gave a chilling emergency press conference at the turn of the age to RW1.0.

In the press conference by the CEO of Walkblem Galactic Corporation, MJ Lim, where he left without answering any questions after his statements, he told the reporters and media on site that a number of his corporations had became uncontactable. While that happened, a serious security breach happened at one of the major armory and countless amount of weapons, vehicles and ammunition had been stolen by unknown perpetrators. MJ Lim also mentioned that, despite the disagreement and tension with the GlitterWorld governments, his corporation had immediately informed them of the details of the unfolding crisis, and had advised all GlitterWorld governments to take appropriate security measures.

CEO, MJ Lim reassures that Walkblem Galactic will spare no expense to find out what happened to the uncontactable corporations, and will inform the public of the latest news and developments when available.

In a separate press release, Walkblem Galactic announces that they will continue the full activation of their military force in light of the armory breach, and had advise all units to step up their readiness to prepare for any unexpected circumstances. Walkblem Galactic again reiterate their warning against any pirates or factions that dares to attack their caravans, promising a swift and violent end to those who would dare.

———-

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-trading-economy-3-0/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0

ADVANCED ANIMALS FRAMEWORKS Required: https://steamcommunity.com/sharedfiles/filedetails/?id=1336991209
JECTOOLS Required: https://ludeon.com/forums/index.php?topic=32868.0
GIDDYUP! Recommended: https://ludeon.com/forums/index.php?topic=37323.0

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

———-

VER 3.0 DEVELOPER'S NOTE
This is a really difficult update, as the update to the game since B19 had really forced a lot of changes to the codes... And as Trading Economy mod is dependent on the Advanced Animal Framework, the framework had to be updated to.

But after all the difficulty and hardship, I think I managed to improved the AI of the Walkblem vehicles and the vehicles are a little more "controllable"; and more responsive to enemies.

Anyway have fun!

———-

CHANGELOG VER 3.0
– Updated mod to RW1.0
– Reworked all the caravans.
– Added 2 caravans types to the Trading faction
– Reworked Walkblem Vehicle AI (via Advanced Animal Frameworks)
– There is an infinite Group.AI loop bug when you use Walkblem Vehicles to attack enemy outpost. It doesnt break the game though. Meanwhile, just ignore it.

--------
Title: Re: [1.0] Trading Economy 3.0
Post by: rook14 on December 01, 2018, 11:32:48 AM
100-1000 x luciferium?!!!
I came hard man, I came. I can finally sustain my addiction for luciferium. I just cant get enough!
Title: Re: [1.0] Trading Economy 3.0
Post by: WalkingProblem on December 01, 2018, 02:48:34 PM
Quote from: rook14 on December 01, 2018, 11:32:48 AM
100-1000 x luciferium?!!!
I came hard man, I came. I can finally sustain my addiction for luciferium. I just cant get enough!

Thats if you are rich enough to buy so many... lol
Title: Re: [1.0] Trading Economy 3.0
Post by: rook14 on December 01, 2018, 03:14:13 PM
Quote from: Walking Problem on December 01, 2018, 02:48:34 PM
Quote from: rook14 on December 01, 2018, 11:32:48 AM
100-1000 x luciferium?!!!
I came hard man, I came. I can finally sustain my addiction for luciferium. I just cant get enough!

Thats if you are rich enough to buy so many... lol


We have a problem boss! I just started a new game and the traders arent eating their meal! Theyre dying at my doorstep giving me all of those free weapons,armor, etc! What is going on boss?! I think they dont like their simple meals lol.
Title: Re: [1.0] Trading Economy 3.0
Post by: rook14 on December 02, 2018, 02:04:40 AM
Quote from: rook14 on December 01, 2018, 03:14:13 PM
Quote from: Walking Problem on December 01, 2018, 02:48:34 PM
Quote from: rook14 on December 01, 2018, 11:32:48 AM
100-1000 x luciferium?!!!
I came hard man, I came. I can finally sustain my addiction for luciferium. I just cant get enough!

Thats if you are rich enough to buy so many... lol


We have a problem boss! I just started a new game and the traders arent eating their meal! Theyre dying at my doorstep giving me all of those free weapons,armor, etc! What is going on boss?! I think they dont like their simple meals lol.

False alarm. Its fixed now boss. So I just needed to download the required ADVANCED ANIMALS FRAMEWORKS.
Title: Re: [1.0] Trading Economy 3.0
Post by: WalkingProblem on December 03, 2018, 10:15:52 AM
Quote from: rook14 on December 02, 2018, 02:04:40 AM
False alarm. Its fixed now boss. So I just needed to download the required ADVANCED ANIMALS FRAMEWORKS.

Weeeee~~~~~ =D
Title: Re: [1.0] Trading Economy 3.0
Post by: crusader2010 on December 03, 2018, 02:03:40 PM
It seems TradingEconomy is generating a lot of errors related to GiddyUp (which I don't have nor plan on using). Is it compulsory by any chance?

Here's a link to the whole log (search for GiddyUpCore.FactionRestrictionsPatch within the text):  LOG (https://git.io/fp6dg)
EDIT: There are also some other config errors related to the Walkblem traders.

Thanks
Title: Re: [1.0] Trading Economy 3.0
Post by: crusader2010 on December 04, 2018, 03:43:09 AM
There is another error coming up. Context: on a tile there is a marble chunk with a normal haul order on it. I then put a blueprint for a door on that tile. Selecting a pawn and right clicking on it generated the error. The resulting context menu had all the proper options though. Also, that marble chunk IS haulable - no idea why it says otherwise.


Never haulable ChunkMarble810519 blocking Blueprint_Door813178 at (246, 0, 198)
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
AnimalJobsPatch.HarmonyPatches:HandleBlockingThingJob_Prefix(Job&, Thing, Pawn, Boolean)
RimWorld.GenConstruct:HandleBlockingThingJob_Patch1(Thing, Pawn, Boolean)
RimWorld.WorkGiver_ConstructDeliverResourcesToBlueprints:JobOnThing_Patch1(Object, Pawn, Thing, Boolean)
RimWorld.WorkGiver_Scanner:HasJobOnThing(Pawn, Thing, Boolean)
RimWorld.FloatMenuMakerMap:AddJobGiverWorkOrders_Patch2(IntVec3, Pawn, List`1, Boolean)
RimWorld.FloatMenuMakerMap:AddUndraftedOrders(Vector3, Pawn, List`1)
RimWorld.FloatMenuMakerMap:ChoicesAtFor_Patch2(Vector3, Pawn)
AchtungMod.MultiActions:AddColonist(Colonist)
AchtungMod.MultiActions:<.ctor>b__3_0(Colonist)
AchtungMod.Tools:Do(IEnumerable`1, Action`1)
AchtungMod.MultiActions:.ctor(IEnumerable`1, Vector3)
AchtungMod.Controller:MouseDown(Vector3)
AchtungMod.Controller:HandleEvents()
AchtungMod.MainTabsRoot_HandleLowPriorityShortcuts_Patch:Prefix()
RimWorld.MainTabsRoot:HandleLowPriorityShortcuts_Patch2(Object)
RimWorld.MainButtonsRoot:HandleLowPriorityShortcuts()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
Title: Re: [1.0] Trading Economy 3.0
Post by: Canute on December 04, 2018, 04:50:12 AM
crusader2010,
i don't this error belong to this mod, it is more related to Achtung! !
Or do you think this mod change anything about hauling ?
Title: Re: [1.0] Trading Economy 3.0
Post by: crusader2010 on December 04, 2018, 04:56:54 AM
Quote from: Canute on December 04, 2018, 04:50:12 AM
crusader2010,
i don't this error belong to this mod, it is more related to Achtung! !
Or do you think this mod change anything about hauling ?

Not sure, but it might change stuff related to how animals do hauling. I'm thinking that maybe some of my animals are trying to haul the marble chunk out from the tile where the door is going to be built. The error seems to trigger inside AnimalFramework though (because HandleBlockingThingJob_Prefix is only inside its AnimalJobs.dll).
Title: Re: [1.0] Trading Economy 3.0
Post by: Canute on December 04, 2018, 05:04:33 AM
Animal, maybe but you didn't mention this before.
Does Achtung! affect animals too, not sure about.
Title: Re: [1.0] Trading Economy 3.1
Post by: WalkingProblem on December 04, 2018, 12:35:58 PM
[1.0] TRADING ECONOMY 3.1 - quick bug fix

(http://walkingproblem.com/wp-content/uploads/2018/10/preview3.1.png)

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-trading-economy-3-1/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0

ADVANCED ANIMALS FRAMEWORKS Required: https://steamcommunity.com/sharedfiles/filedetails/?id=1336991209
JECTOOLS Required: https://ludeon.com/forums/index.php?topic=32868.0
GIDDYUP! Recommended: https://ludeon.com/forums/index.php?topic=37323.0

----

CHANGELOG VER 3.1
– Resolved Walkblem Vehicle body part should not be hit-able red errors
– Resolved previously unknown mistake, where Walkblem Artillery combat force is 10 times more likely to be spawned than others types.
Title: Re: [1.0] Trading Economy 3.0
Post by: WalkingProblem on December 04, 2018, 12:39:08 PM
Quote from: crusader2010 on December 04, 2018, 04:56:54 AM
Not sure, but it might change stuff related to how animals do hauling. I'm thinking that maybe some of my animals are trying to haul the marble chunk out from the tile where the door is going to be built. The error seems to trigger inside AnimalFramework though (because HandleBlockingThingJob_Prefix is only inside its AnimalJobs.dll).

I'm not exactly sure how you get the error.

Try downloading the latest version of the Advanced Animal Frameworks: https://steamcommunity.com/sharedfiles/filedetails/?id=1336991209

Trading Economy mod, should be loaded at the bottom; while the AAF should be loaded near the top of the mod list.
Title: Re: [1.0] Trading Economy 3.0
Post by: crusader2010 on December 04, 2018, 01:15:37 PM
Quote from: Walking Problem on December 04, 2018, 12:39:08 PM
Quote from: crusader2010 on December 04, 2018, 04:56:54 AM
Not sure, but it might change stuff related to how animals do hauling. I'm thinking that maybe some of my animals are trying to haul the marble chunk out from the tile where the door is going to be built. The error seems to trigger inside AnimalFramework though (because HandleBlockingThingJob_Prefix is only inside its AnimalJobs.dll).

I'm not exactly sure how you get the error.

Try downloading the latest version of the Advanced Animal Frameworks: https://steamcommunity.com/sharedfiles/filedetails/?id=1336991209

Trading Economy mod, should be loaded at the bottom; while the AAF should be loaded near the top of the mod list.


Thank you for the update. It did stop some errors from showing up. Will try to reproduce the above one and see if it happens again (now I literally put TradingEconomy at the very bottom, right before RimHUD though). AnimalFramework was the latest version.

When starting Rimworld I'm still getting 6 errors like: "Config error in FactionBase_WalkblemPharma: ArchotechEye tradeability doesn't allow traders to sell this thing". Full log: LOG (https://gist.github.com/HugsLibRecordKeeper/e488b1b579a97216c97bb5a0f95ca834)

Thanks!
Title: Re: [1.0] Trading Economy 3.0
Post by: WalkingProblem on December 04, 2018, 11:26:19 PM
Quote from: crusader2010 on December 04, 2018, 01:15:37 PM
Thank you for the update. It did stop some errors from showing up. Will try to reproduce the above one and see if it happens again (now I literally put TradingEconomy at the very bottom, right before RimHUD though). AnimalFramework was the latest version.

When starting Rimworld I'm still getting 6 errors like: "Config error in FactionBase_WalkblemPharma: ArchotechEye tradeability doesn't allow traders to sell this thing". Full log: LOG (https://gist.github.com/HugsLibRecordKeeper/e488b1b579a97216c97bb5a0f95ca834)

Thanks!

Putting trading economy mod right at the absolute bottom MIGHT help for this error. Because basically, I tried to make walkblem factions sell rare items. But you can ignore the error, it wont break the game even if it exist.

I think you should put RimHUD higher, maybe after all the frameworks like HugLibs, Advanced Animal Frameworks, Jectools, etc...

Mod list sequence should be:

1. Frameworks (hugslib, AAF, Jectools)
2. Gameplay changing/UI related (for example psychology, giddy up)
3. Items/Furniture adding
4. Factions
5. Animals

This is usually how I arrange mine, and usually it works without a hitch the first time I do it. (usually)
Title: Re: [1.0] Trading Economy 3.1
Post by: NoCanDo on December 09, 2018, 04:01:45 PM
BRUUUUUHHH! Where can I get them 100000000000000000000 capacity carrying vehicles?!?!?
Title: Re: [1.0] Trading Economy 3.1
Post by: Kapun on December 09, 2018, 04:32:29 PM
Noticed a small typo in the description
"Extremely resourceful at find buyers for all kind of products, they are willing to buy anything you are able to offer them, in exchange for the vital silver coins that everyone needs to be part of the great trading economy."
I believe it should be:
"Extremely resourceful at finding buyers for all kind of products, they are willing to buy anything you are able to offer them, in exchange for the vital silver coins that everyone needs to be part of the great trading economy."
Title: Re: [1.0] Trading Economy 3.1
Post by: WalkingProblem on December 10, 2018, 07:46:21 AM
Quote from: Kapun on December 09, 2018, 04:32:29 PM
Noticed a small typo in the description
"Extremely resourceful at find buyers for all kind of products, they are willing to buy anything you are able to offer them, in exchange for the vital silver coins that everyone needs to be part of the great trading economy."
I believe it should be:
"Extremely resourceful at finding buyers for all kind of products, they are willing to buy anything you are able to offer them, in exchange for the vital silver coins that everyone needs to be part of the great trading economy."

Oh~ Well spotted~

My fingers usually take off on their own tangent, like as if they have their own brains.... They dont always type what my brain is thinking. My fingers are lazy that way... lmao

Quote from: NoCanDo on December 09, 2018, 04:01:45 PM
BRUUUUUHHH! Where can I get them 100000000000000000000 capacity carrying vehicles?!?!?

I don't think the Walkblem Heavy Armored Caravan (WHAC) is for sale... lol
Title: Re: [1.0] Trading Economy 3.1
Post by: Canute on December 10, 2018, 08:57:04 AM
He can abandon his colony and join the trading faction, but that would end his game. :-)
Title: Re: [1.0] Trading Economy 3.1
Post by: RobustAndRun on December 16, 2018, 08:20:10 PM
Noticed that a glitter caravan's inventory doesn't look very... glittery?
Am I having a mod conflict or something?

(https://i.imgur.com/XN4EzYa.png)
Title: Re: [1.0] Trading Economy 3.1
Post by: wolfsilver00 on January 07, 2019, 12:30:46 PM
Faction Walkblem Galactic Trading Incorporated of def WalkblemTradings has no usable PawnGroupMakers for parms groupKind=Trader, tile=60505, inhabitants=False, points=735, faction=Walkblem Galactic Trading Incorporated, traderKind=, generateFightersOnly=False, dontUseSingleUseRocketLaunchers=False, raidStrategy=, forceOneIncap=False, seed=
Verse.Log:Error(String, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch2(PawnGroupMakerParms, Boolean)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Harmony.Traverse:GetValue()
Harmony.Traverse:GetValue()
GiddyUpCaravan.Harmony.IncidentWorker_TraderCaravanArrival_TFaction Walkblem Galactic Trading Incorporated of def WalkblemTradings has no usable PawnGroupMakers for parms groupKind=Trader, tile=60505, inhabitants=False, points=735, faction=Walkblem Galactic Trading Incorporated, traderKind=, generateFightersOnly=False, dontUseSingleUseRocketLaunchers=False, raidStrategy=, forceOneIncap=False, seed=
Verse.Log:Error(String, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch2(PawnGroupMakerParms, Boolean)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Harmony.Traverse:GetValue()
Harmony.Traverse:GetValue()
GiddyUpCaravan.Harmony.IncidentWorker_TraderCaravanArrival_TryExecuteWorker:MountAnimals(IncidentWorker_TraderCaravanArrival, IncidentParms)
RimWorld.IncidentWorker_TraderCaravanArrival:TryExecuteWorker_Patch0(Object, IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.<DoIncidentDebugAction>c__AnonStorey54:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)



I've got that error.. I don't get caravans basically.. Any idea?
Title: Re: [1.0] Trading Economy 3.1
Post by: Canute on January 07, 2019, 01:31:51 PM
Do you use latest version of all GiddyUp mods ?
Title: Re: [1.0] Trading Economy 3.1
Post by: onerous1 on January 07, 2019, 10:21:16 PM
Quote from: RobustAndRun on December 16, 2018, 08:20:10 PM
Noticed that a glitter caravan's inventory doesn't look very... glittery?
Am I having a mod conflict or something?

According to the description of the mod in the first post on the first page... no.
Title: Re: [1.0] Trading Economy 3.1
Post by: Beathrus on January 13, 2019, 02:24:54 PM
Where should I put this mod in my mod order? Does it go in factions or somewhere lower? Does it change mechanics?
Title: Re: [1.0] Trading Economy 3.1
Post by: Darkstar82 on January 13, 2019, 10:07:08 PM
Hi there. I just wanted to point out something interesting to you all based on this paragraph on the original post. Consider it food for thought.

QuoteIntroducing the Trading Economy mod!
Graduate from your rimworld life of living like a overdue cavemen, into the industrialised modern world of Capitalism

The traders are sole traders, they are not capitalists as to the best of our knowledge they don't have employee's. Sole traders have existed across all economic systems for millennia, as have markets.

as for the rimworld colony, it operates as a collective, hence what you have is sole traders buying and selling goods to and from...

communists.

For capitalism, you need a top down anti democratic system of production that takes the wealth all produce and gives it to a few, who would pocket most of it then give a tiny dribble back to the rest who produced the wealth.

i.e. employer>employee. ;o)

Title: Re: [1.0] Trading Economy 3.1
Post by: Vaulter69 on January 17, 2019, 03:01:07 AM
Quote from: NoCanDo on December 09, 2018, 04:01:45 PM
BRUUUUUHHH! Where can I get them 100000000000000000000 capacity carrying vehicles?!?!?

here are some ways to get Walkblem vehicles/animals
1. prepare carefully
2. with the help of giddy up mod (read it's description)
Title: Re: [1.0] Trading Economy 3.1
Post by: Beathrus on January 18, 2019, 07:00:23 AM
Why do the Walk people not wear parkas in cold weather?!
Title: Re: [1.0] Trading Economy 3.1
Post by: aktama04 on January 18, 2019, 07:19:07 PM
Ummm, so a giant stack of something like 60+ walkblem caravans and vehicles just spawned in one spot on the edge of my map and made my game something like 0.04 fps.I didnt even get the trading thingy popup. What the fuck

https://imgur.com/a/egDK6Hc
Title: Re: [1.0] Trading Economy 3.1
Post by: BurntBraai on January 21, 2019, 05:39:26 AM
i have witnessed some bugs:
1) if i buy something from the trader caravans that come to my colony then the silver i used to buy the item leaves my inventory but the traders do not drop the goods, if i sell an item they take the item from my colony but do not drop the silver for me

2) the caravan members have food on them but all end up malnutricient so i think i have a mod that lets me dismiss traders but the first few times i decided not to dismiss the traders since they end up mauricien, they stay at the colony for a long time, half the caravan collapse and die, the other half then leaves them to die, i then strip the bodies and make a large profit since their armour and weapons are worth thousands

the first bug is unfair and the second bug makes it unbalanced
Title: Re: [1.0] Trading Economy 3.1
Post by: Canute on January 21, 2019, 07:43:21 AM
RedEyeTiger01,
mosttimes when trader,visitor get malnutriend and don't leave the map by their own somekind of error prevent them.
You should provide a logfile, if you use hugslib too, press CTRL-F12 or use the green "share logs" button at the log window.
Title: Re: [1.0] Trading Economy 3.1
Post by: wolfsilver00 on January 25, 2019, 12:24:42 AM
Right now this breaks my game, I have everything updated, I dont know anymore what to do, changed load order a bunch and it still won't work.

Faction Walkblem Partners Technologies of def WalkblemTechnologies has no usable PawnGroupMakers for parms groupKind=Trader, tile=236455, inhabitants=False, points=668, faction=Walkblem Partners Technologies, traderKind=, generateFightersOnly=False, dontUseSingleUseRocketLaunchers=False, raidStrategy=, forceOneIncap=False, seed=
Verse.Log:Error(String, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch2(PawnGroupMakerParms, Boolean)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Harmony.Traverse:GetValue()
Harmony.Traverse:GetValue()
GiddyUpCaravan.Harmony.IncidentWorker_TraderCaravanArrival_TryExecuteWorker:MountAnimals(IncidentWorker_TraderCaravanArrival, IncidentParms)
RimWorld.IncidentWorker_TraderCaravanArrival:TryExecuteWorker_Patch0(Object, IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.<DoIncidentDebugAction>c__AnonStorey54:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [1.0] Trading Economy 3.1
Post by: wolfsilver00 on January 25, 2019, 01:12:29 AM
And this is what happens when I DISABLE Giddy Up Caravan

Faction Walkblem Partners Technologies of def WalkblemTechnologies has no usable PawnGroupMakers for parms groupKind=Trader, tile=236455, inhabitants=False, points=655, faction=Walkblem Partners Technologies, traderKind=, generateFightersOnly=False, dontUseSingleUseRocketLaunchers=False, raidStrategy=, forceOneIncap=False, seed=
Verse.Log:Error(String, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch2(PawnGroupMakerParms, Boolean)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
RimWorld.IncidentWorker_TraderCaravanArrival:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.<DoIncidentDebugAction>c__AnonStorey54:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Still no caravan, I dont know what the hell is going on... Ive read somewhere that the giddyup error could be because of the biome, but I find that quite strange... I'm in modded biome btw, rimbeous real world mod or something like that, in grassland.. But I see no corelation between biome and caravans.. And this was for other mod, don't remember which, that had the same problem with giddyup.. I dont know, just pointing it out in case you know wth (
Title: Re: [1.0] Trading Economy 3.1
Post by: wolfsilver00 on January 25, 2019, 01:24:27 AM
Sorr for making different posts, im updating as I investigate.

Ok, seems the biome thing was correct, what the hell? Same save, traveled to another tile with a vanilla biome, settled, damn caravan spawned. Traveled to another mod biome, caravan won't spawn.. Clearly there is something going on there.. Thing is, vanilla caravans spawn no problem, so it HAS to be a walkblem caravan for it to fail.. Any idea how to fix this?
Title: Re: [1.0] Trading Economy 3.1
Post by: wolfsilver00 on January 25, 2019, 09:35:58 PM
Ok, for ayone with this problem, I made a patch, enjoy :)

https://ludeon.com/forums/index.php?topic=47867.0
Title: Re: [1.0] Trading Economy 3.1
Post by: Domar on February 20, 2019, 11:27:31 AM
I've noticed three strange problems with the AI of pawns working for Walkblem caravans.

Firstly, they won't eat, ever. I've had them standing around with Pemmican and other food items being held in their inventory, but they will continue wandering around while making no attempt to eat anything until dying of starvation, should they not leave first.

Secondly, they seem to have trouble leaving maps at times, at one point I had a heat wave going on which triggered a message that they would be leaving early for safety reasons. However, after reaching the edge of the map they wandered around there for at least 3 more days, half of them dying from heat stroke before the rest left the map. This problem may occur even when they're in transit to other areas, the first caravan I got from Walkblem came and went seemingly without issue but I later got a message that the caravan had gone missing on the way back and I was being blamed for it. Doubt they'd die to raiders given their super overpowered gear.

Third, the Walkblem Heavy Armored Caravan pawns seem entirely incapable of any movement and will just sit around on the edge of the map after all the allied human pawns leave the map, I currently have 5 of them parked on my map at day 36.

I haven't had these problems with other pawns nor caravans, even on the same save.
Title: Re: [1.0] Trading Economy 3.1
Post by: whyareuhere on May 04, 2019, 06:04:15 AM
Hello, I was wondering if there is an updated CE patch for this mod. So far, I've only seen the V1.4 patch from A17 Rimworld.
Title: Re: [1.0] Trading Economy 3.1
Post by: Tocato on May 07, 2019, 03:41:01 AM
using faction control makes each trading company its own faction, so it builds a ton of settlements around the globe. Any way to stop this?? As it is it makes the companies seem more like a civilization as opposed to a business
Title: Re: [1.0] Trading Economy 3.1
Post by: foxmlg on May 09, 2019, 08:58:21 PM
Vehicles stuck at the edge of the map, visitors also dont go away, and keeps throwing this error. Any idea?
Vehicles throwing errors:

Exception in JobDriver tick for pawn WalkblemArmoredCaravan56257 driver=JobDriver_LayDown (toilIndex=1) driver.job=(LayDown (Job_140441) A=(61, 0, 272)) lastJobGiver=null
System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.ShouldStartJobFromThinkTree_Patch1 (object,Verse.AI.ThinkResult) <0x00052>
at Verse.AI.Pawn_JobTracker.CheckForJobOverride () <0x000ba>
at RimWorld.Toils_LayDown/<LayDown>c__AnonStorey0.<>m__1 () <0x006c3>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x004c8>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] Trading Economy 3.1
Post by: lacoka1221q on May 10, 2019, 09:11:35 AM
Quote from: Domar on February 20, 2019, 11:27:31 AM
I've noticed three strange problems with the AI of pawns working for Walkblem caravans.

Firstly, they won't eat, ever. I've had them standing around with Pemmican and other food items being held in their inventory, but they will continue wandering around while making no attempt to eat anything until dying of starvation, should they not leave first.

Secondly, they seem to have trouble leaving maps at times, at one point I had a heat wave going on which triggered a message that they would be leaving early for safety reasons. However, after reaching the edge of the map they wandered around there for at least 3 more days, half of them dying from heat stroke before the rest left the map. This problem may occur even when they're in transit to other areas, the first caravan I got from Walkblem came and went seemingly without issue but I later got a message that the caravan had gone missing on the way back and I was being blamed for it. Doubt they'd die to raiders given their super overpowered gear.

Third, the Walkblem Heavy Armored Caravan pawns seem entirely incapable of any movement and will just sit around on the edge of the map after all the allied human pawns leave the map, I currently have 5 of them parked on my map at day 36.

I haven't had these problems with other pawns nor caravans, even on the same save.

Hello same problems to me  :'(
Title: Re: [1.0] Trading Economy 3.1
Post by: the_Sac99s on May 24, 2019, 08:27:05 PM
Hi, I am experiencing difficulties with the mod and would appreciate some help.

So I am running
Core
JecsTools
HugsLibs
Adv. Animal Framework 3.3
Trading Economy 3.1


Log: https://gist.github.com/HugsLibRecordKeeper/2922b55ba75b97335e808dd4655af586
Title: Re: [1.0] Trading Economy 3.1
Post by: the_Sac99s on May 25, 2019, 12:52:51 AM
Quote from: the_Sac99s on May 24, 2019, 08:27:05 PM
Hi, I am experiencing difficulties with the mod and would appreciate some help.

So I am running
Core
JecsTools
HugsLibs
Adv. Animal Framework 3.3
Trading Economy 3.1


Log: https://gist.github.com/HugsLibRecordKeeper/2922b55ba75b97335e808dd4655af586

It has some cross ref errors for turrets and all that.

[attachment deleted due to age]
Title: Re: [1.0] Trading Economy 3.1
Post by: Ruisuki on May 28, 2019, 11:15:17 PM
Quote from: Tocato on May 07, 2019, 03:41:01 AM
using faction control makes each trading company its own faction, so it builds a ton of settlements around the globe. Any way to stop this?? As it is it makes the companies seem more like a civilization as opposed to a business
same question
Title: Re: [1.0] Trading Economy 3.1
Post by: the_Sac99s on May 29, 2019, 01:04:26 AM
Quote from: Ruisuki on May 28, 2019, 11:15:17 PM
Quote from: Tocato on May 07, 2019, 03:41:01 AM
using faction control makes each trading company its own faction, so it builds a ton of settlements around the globe. Any way to stop this?? As it is it makes the companies seem more like a civilization as opposed to a business
same question
Do you mean less of them generated? If you would like to have less,
go to def->factions and change the weight.
Title: Re: [1.0] Trading Economy 3.1
Post by: the_Sac99s on May 31, 2019, 01:38:41 AM
Bug:

Cavaran wouldn't leave, all dead of malnutrition.
Title: Re: [1.0] Trading Economy 3.1
Post by: Tocato on August 23, 2019, 03:16:39 PM
when used with faction control it makes a ton of trade companies on the map group together as if they are settlements instead of shops. Any way to make sure only 1 of each shop shows up? I wouldnt mind them regulated to one region if there was only one of each
Title: Re: [1.0] Trading Economy 3.1
Post by: platipuss on October 25, 2019, 08:14:47 AM
yes same issue happens to me...
Title: Re: [1.0] Trading Economy 3.1
Post by: Ruisuki on October 26, 2019, 05:39:24 PM
Quote from: the_Sac99s on May 29, 2019, 01:04:26 AM
Quote from: Ruisuki on May 28, 2019, 11:15:17 PM
Quote from: Tocato on May 07, 2019, 03:41:01 AM
using faction control makes each trading company its own faction, so it builds a ton of settlements around the globe. Any way to stop this?? As it is it makes the companies seem more like a civilization as opposed to a business
same question
Do you mean less of them generated? If you would like to have less,
go to def->factions and change the weight.
is it possible to have 1 of each manafacturer max like this?
Title: Re: [1.0] Trading Economy 3.1
Post by: Evilservant on December 09, 2019, 03:33:34 PM
Quote from: the_Sac99s on May 31, 2019, 01:38:41 AM
Bug:

Cavaran wouldn't leave, all dead of malnutrition.

Same problem here, and when some of them finally leave, they left the caravan automobile standing there waiting for always, never moving.
Title: Re: [1.0] Trading Economy 3.1
Post by: Wololoev on December 12, 2019, 05:38:24 AM
Caravan automobile not moving is a problem with adv. animal framework, caravans dying of malnutrition is something else. Also when i got raided by mechanoids (3 groups from different sides of the map) I got help from one of walkblem factions, and as soon as they arrived they started meleeing their tanks for some reason, and all of them were equipped with ranged weapons