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RimWorld => Releases => Mods => Outdated => Topic started by: Kaizyn on May 08, 2016, 08:58:04 PM

Title: [A13] Scheduled Caravans with Supply & Demand
Post by: Kaizyn on May 08, 2016, 08:58:04 PM
Trade caravan overhaul!

I thought it was weird that vanilla traders will only trade in what their type is, rather than trading in what they would need.   Plus, the storyteller will send the same number of caravans with the exact same goods no matter what the world or factions who live there.

No more!  Factions have actual supply & demand now, so you may have a reason to maintain relations with specific factions.


Current Features:

Known Issue:
It seems that if you save your game while a caravan is on the map, then reload - it will cause their stock to be mucked up somewhat.   I know the problem, just need to find a good way to resolve.     It won't hurt anything, but if you save the game and then try to trade with them to get their pile of steel, you may find they won't sell it to you anymore, even though it's on their pack muffalo!


Download from Google Drive:

v0.13.01 - Additional mod support (Apparello, first pass at Hardcore SK compatibility)     Less tested than the original release. (https://drive.google.com/file/d/0Byj5UOaW1bGhRTcxV3NOWTNYUGs/view?usp=sharing)

Previous release:
v0.13.00 - Original - Seems stable.  Works with mods that don't extensively change vanilla core categories. (https://drive.google.com/file/d/0Byj5UOaW1bGhWm92Z2g3dVVZNGM/view?usp=sharing)

For installation, just unzip to your Mods folder and then enable it.   It has no requirements, but it should probably be loaded near the end of the mod load order.


How to use / how it works:

Build a "Trade Caravan Manager" building from the Misc tab to enable trading.    If you don't have a building, caravans will revert to vanilla.  Select a pawn and right click the building to open the management window. (It acts like a Comms Console)    (I'm not 100% happy with this, but it was a way to keep things non-interfering with any other mods touching Comms Consoles or the Faction tabs.   Feedback here is good, because it may be annoying enough to warrant changing.)

Caravans come once per season, per faction.   Their first visit will come within 1-2 weeks of when you ask them.   After that, they come every 30 days on average.   Be aware that at present there is no downside to just asking for caravans from all factions (later I want to balance it such that you need to trade some % of their wares to keep them happy).    However, if you get factions hostile to each other arriving at the same time, you may have some troubles!

Overall, caravans don't bring huge amounts of goods.    You're not going to get "bulk goods" with 1000+ steel ore, but you're likely to get hundreds from tribals living in mountains.   


For goods:

Tribals generally have cheaper prices, and they bring more raw resources, crops, meat, textiles, leathers.    They'll pay more for higher tech weapons, and sometimes have slaves for trade.

Outlanders will supply some resources, but usually at higher prices.   They'll also have better medicine for trade, as well as bringing you guns, and if they are slavers, they will deal in organs and/or prosthetics!   Outlanders have more money overall and have higher prices, but will buy more resources and such from you. 

(Spacers are handled, but there are no vanilla spacer factions to trade with - if you have any mods that add non-hostile Spacer tech factions - they should work and will supply Spacer tech gear, and buying & selling resources similarly to Outlanders)

You'll find traders have various prices for different things, depending on their type, what they have, what they want.  All factions can bring components, but they bring fairly small amounts if they bring them at all, and they range anywhere from cheap to exorbitant, depending on their type and tech level.    Neolithics will *generally* serve cheaper components, and outlanders will often gouge you.



Full compatibility:

Built in support for Combat Realism and Expanded Prosthetics & Organ Engineering.    (No separate downloads.   If you have either of these, traders will bring their items appropriately).


Basic compatibility:

More Factions Spawn  --  This changes # of vanilla spawning factions, and so does my mod.   If you use More Factions Spawn, you'll have 6 non-hostile and 6 hostile.    My mod will set 8 non-hostile and 4 hostile.    So whichever you prefer, it will have little impact.

Hospitality -- Compatible, except scheduled caravans aren't Hospitalitized.   


Any mods that add new items and use existing categories, tech levels, etc, should all work as-is.     I'll add in support for other mods as time goes.   I just need to review them and look at what new categories they add.    Some that I've already tried and work fine are cuproPanda's mods (Soda, Pharmacy).    Scheduled caravans buy/sell some of the new resources/items, but not all.   


Suggested Mods:
Muffalo Packs by A Friend.   They're just excellent to see with the trade caravans!


Incompatibilities:

None that I'm aware of.   The worst cases I've found are mods that add new categories of items will not have their items on scheduled caravans.  Custom traders and caravans in the mod, as well as orbital traders are fine though, so there are no problems.

Any mod that adds new categories will likely not have their items show up on caravans.   However, I don't touch orbital traders, nor do I touch non-vanilla caravans.   So any mod with new items who adds their own trader types will (hopefully) have no problems. 

Update:  Mods that recategorize items, especially ones that remove vanilla base categories, or mods that don't follow "standard" vanilla conventions may not work well.   It will still be unusual for them to break, but say you have a mod that adds new gear, and they don't bother setting the tech level for any of it, then you'll see it arrive on not-tech-appropriate caravans.



License:
Modpack people are welcome to include this, as I was intending it to be used as a quality-of-life improvement for overall gameplay.   (However, I would suggest giving it just a little while, as I may make changes depending on bugs/problems/new things)     Just ask me first, in case I'm about to have any major changes.



Future features, assuming anyone uses the mod and it becomes worthwhile to carry on with:  :P

Title: Re: [A13] Trade Request: Caravans
Post by: Kaizyn on May 08, 2016, 08:58:43 PM



(https://farm8.staticflickr.com/7582/26742195362_6198e8dd81_o.jpg)
(https://farm8.staticflickr.com/7497/26768389741_74857fbe2b_o.jpg)(https://farm8.staticflickr.com/7448/26231378563_c943789757_o.jpg)


Included are screenshots of the supply/demand page for factions.    The left one is a tribe, which will tend to have more raw materials, and cheap prices.  They also import weapons at higher prices (if higher tech).   They may bring you bows and clothing as well (this one in particular doesn't), and they'll usually have low quality medicine, and pay more for high quality.

Right side is an outlander town, which will tend to have less resources, and pay higher prices for them.     They also more frequently bring weapons.   (And they pay more if you sell them high tech weapons)


Example trade screen of a Neolithic tech faction:

(https://farm8.staticflickr.com/7144/26768389701_218a057d47_o.jpg)

So here you can see they brought a bunch of resources   (and note they bring the same type of leather as they do meat - I thought that was a little detail worth having.    The animals also come from the biome their faction lives in)

I've also sold them 1 medicine and a pistol to show the price differences.    They pay more for higher tech weapons and medicine.   
Title: Re: [A13] Trade Request: Caravans
Post by: Nanao-kun on May 08, 2016, 09:47:19 PM
"but it will change who you can trade with a bit."

What do you mean by this in regards to More Factions Spawn?
Title: Re: [A13] Trade Request: Caravans
Post by: Kaizyn on May 08, 2016, 10:00:00 PM
Quote from: Nanao-kun on May 08, 2016, 09:47:19 PM
"but it will change who you can trade with a bit."

What do you mean by this in regards to More Factions Spawn?


More Factions Spawn increases vanilla factions to 4/4/4 for tribal/outlander/pirate, but pirates can't trade (always hostile).   My mod will generate 5/5/2.

So, if you use More Factions Spawn, you'll get slightly less tribals & outlanders to trade with, but a couple more pirate factions on the map.


I've been toying with the idea of allowing you to bribe pirates to be non-hostile for a year or something, in order to enable trade, but it was another feature that would have made it take that much longer to get this out the door  :P   
Title: Re: [A13] Trade Request: Caravans
Post by: RagingLoony on May 09, 2016, 04:57:37 AM
Is this compatible with Hospitality?
Title: Re: [A13] Trade Request: Caravans
Post by: Shinzy on May 09, 2016, 05:06:45 AM
Jessie! I'm just curious, how would this work with modded factions (ones with their own traders)?
Would a separate compatibility patch be required?
Title: Re: [A13] Trade Request: Caravans
Post by: Kaizyn on May 09, 2016, 05:54:10 AM
Quote from: RagingLoony on May 09, 2016, 04:57:37 AM
Is this compatible with Hospitality?

I play with Hospitality myself, and it seems to behave correctly.     It's possible at worst case you wouldn't be able to recruit or charm people from trade caravans, but there's no impact at all on normal visitor groups or things from this mod. 



Quote from: Shinzy on May 09, 2016, 05:06:45 AM
Jessie! I'm just curious, how would this work with modded factions (ones with their own traders)?
Would a separate compatibility patch be required?

I'm actually hoping people add other factions!    I coded in support for Spacer tech people, even though there are none in vanilla.   (I didn't do a lot special with them - they act like Outlanders, but have better equipment on the traders, and want ultra tech stuff themselves)

Custom trade caravans are unaffected by this mod as well, so if you wanted very special traders for a new faction, they will still come per storyteller generation.

Other than that, this mod will grab any new factions and give them scheduled caravans, with goods based on their tech level and where their colony appears on the map.    Almost nothing is hard coded, so any other mods should get picked up and work right away!   ... at least I hope.
Title: Re: [A13] Trade Request: Caravans
Post by: RagingLoony on May 09, 2016, 05:57:21 AM
sweet :) quick question though, would it be possible to edit the carry cap of visitors? I have the issue when using combat realism that visitors will drop most all of their trade goods as they eneter a map because they just cant carry it, and what they can carry max out their weight and they move so slow they starve before reaching my base o.O TRADERs are fine as the muffalo carry everything but normal visitors always die :(
Title: Re: [A13] Trade Request: Caravans
Post by: Kaizyn on May 09, 2016, 06:26:24 AM
Quote from: RagingLoony on May 09, 2016, 05:57:21 AM
sweet :) quick question though, would it be possible to edit the carry cap of visitors? I have the issue when using combat realism that visitors will drop most all of their trade goods as they eneter a map because they just cant carry it, and what they can carry max out their weight and they move so slow they starve before reaching my base o.O TRADERs are fine as the muffalo carry everything but normal visitors always die :(


As I understand, NoImageAvailable was going to disable small traders due to this.

I don't touch them myself, so it's not something I'd want to interfere with, as it's related to weight & bulk introduced in Combat Realism.

I only adjust caravans, and they have no troubles.
Title: Re: [A13] Trade Request: Caravans
Post by: RagingLoony on May 09, 2016, 06:54:10 AM
Ahh that sucks, thanks for all the replies though :) I'll just have to stick to deleting all the shit they drop on the floor as they spawn, feels kinda cheaty to get loads of free weapons and stuff lol
Title: Re: [A13] Trade Request: Caravans
Post by: vteam on May 09, 2016, 08:13:43 AM
Quick question, do I need to start a new game or can this be added to an existing one?
Title: Re: [A13] Trade Request: Caravans
Post by: Kaizyn on May 09, 2016, 08:35:18 AM
Quote from: vteam on May 09, 2016, 08:13:43 AM
Quick question, do I need to start a new game or can this be added to an existing one?


It should work fine if you add this to an existing game.     I haven't tested it a lot for mod interactions, but should be safe.   Just load this mod last in the list or so.

You will need to make a new world map to get additional factions though.   So if you have vanilla factions only, you may be a bit light on trade partners.
Title: Re: [A13] Trade Request: Caravans
Post by: Hyena on May 09, 2016, 09:47:57 AM
I was just thinking about trying a flat extreme desert settlement and living on trade, so this comes at a perfect time. Gonna give it a try.  ;D
Title: Re: [A13] Trade Request: Caravans
Post by: Nanao-kun on May 09, 2016, 12:47:13 PM
Just tried this out, it's pretty cool. It took me a moment to realize how to use the trade caravan workbench thing, but it all works.
Title: Re: [A13] Trade Request: Caravans
Post by: Grogfeld on May 09, 2016, 01:03:01 PM
This looks interesting. I'm just starting new colony and will give it a try. Do you take data from map? Is time to arrival just constant + RNG, or is it possible to take into account distance factor?
Title: Re: [A13] Trade Request: Caravans
Post by: LadyAth on May 09, 2016, 01:30:55 PM
An awesome mod, thank you!  :)
Title: Re: [A13] Trade Request: Caravans
Post by: Kaizyn on May 09, 2016, 01:51:23 PM
Quote from: Nanao-kun on May 09, 2016, 12:47:13 PM
Just tried this out, it's pretty cool. It took me a moment to realize how to use the trade caravan workbench thing, but it all works.

Hah, yeah - you have to select a pawn and then use it, same as a Comms Console, but you actually don't need to path to it or anything.   I don't really like it, but I did it just to avoid conflicts until I figured out a better way.    Ideally I'd just tie it to the Comms Console, but then I may conflict with things a bit.



Quote from: Grogfeld on May 09, 2016, 01:03:01 PM
This looks interesting. I'm just starting new colony and will give it a try. Do you take data from map? Is time to arrival just constant + RNG, or is it possible to take into account distance factor?

I'm 99% sure it's completely possible to calculate the relative distance of any given faction to you, and have timers calculated by that (it's actually one of my planned features listed).    For now though, caravans come seasonally, plus or minus a week or two, and it's normalized to 1 / season, so you can't get 'unlucky' in the long run and have less caravans due to bad RNG ... eventually it will catch up.



But yes - I actually do take the map data for each faction you talk to.   The summary page showing them all has their terrain type and such listed, and their goods are impacted by that.   Factions in a desert biome have greatly reduced plant/food exports, for example.    Factions in forest type biomes will export much more wood on average ... things like that.

Title: Re: [A13] Trade Request: Caravans
Post by: Grogfeld on May 09, 2016, 02:55:06 PM
First thing I've thought was "Man, this is so similar to Dwarf Fortress!" Cool! I'm really happy that someone make use of map :D

I had suggestion for Haplo and his Miscellaneous mods to create a diplomat to send pawn out of the area (despawn) and create incident to summon trade caravan after few days, it was in A12 so land traders was his idea, but it turned out that he didn't want to make any changes until A13 is out. It's kind a similar to your idea but yours is more automated :) So thanks for implementing my request even if you didn't know about it :D
Title: Re: [A13] Trade Request: Caravans
Post by: Kaizyn on May 10, 2016, 07:20:56 AM
Quote from: Grogfeld on May 09, 2016, 02:55:06 PM
I had suggestion for Haplo and his Miscellaneous mods to create a diplomat to send pawn out of the area (despawn) and create incident to summon trade caravan after few days



I've got a potential/planned feature a lot like this.    I want to have you send your own caravans.   

You'd get much better prices, but will have to use tamed animals for pack animals, and send one or more colonists out, with according risks.

Not sure if/when I'll do it.   Depends on the reception to this mod, but I may just do it regardless, for my own use if nothing else!
Title: Re: [A13] Trade Request: Caravans
Post by: Justas love on May 10, 2016, 04:02:20 PM
U should probably prioritise on more factions, but it's good that it's working with CR and EPOE
Title: Re: [A13] Trade Request: Caravans
Post by: Kaizyn on May 11, 2016, 04:00:41 AM
Quote from: Justas love on May 10, 2016, 04:02:20 PM
U should probably prioritise on more factions, but it's good that it's working with CR and EPOE

If you mean the More Factions Spawn mod, it actually does work completely fine, it just does something similar.    If you play with More Factions Spawn, you'll have 6 trading partners and 6 enemies.     Without it, you'll have 8 trading partners and 4 enemies.

I should probably update my main page to be a bit clearer in that More Factions Spawn works fine, it just gives you a couple less potential trading partners.


If you just meant "more factions" in general - it's a bit out of the scope of this mod, but I've already been looking at making a mod that just gives some slight diversity to the factions, because as it is the only trading partners you can have in vanilla are tribals and outlanders.
Title: Re: [A13] Trade Request: Caravans
Post by: Ghizmo on May 11, 2016, 05:57:34 AM
Does trading with them also improve relations? like by 1 each time?
Title: Re: [A13] Trade Request: Caravans
Post by: Kaizyn on May 11, 2016, 07:07:30 AM
Quote from: Ghizmo on May 11, 2016, 05:57:34 AM
Does trading with them also improve relations? like by 1 each time?


No impact on relations at the moment (unless you murder them, as usual).    A feature I have planned is to have some relation impact depending on how much you trade with them.    Right now you have no real reason not to just request caravans as quickly as they can come.

Later on you'll have to buy/sell some amount from them or they'll delay the next caravan and/or reduce faction a little.   

Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Killaim on May 12, 2016, 06:35:51 AM
how about a sending out trade request and then setting a (discount) on items so traders will be ore inclined to come if your prices are cheaper.

(just adding a % bonus in their favor)
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Aristocat on May 12, 2016, 12:18:02 PM
I think they should send bigger caravans as your colony gets richer(and maybe relation and profit?). Currently I find most caravans little useless (although I haven't used your mod yet), 100 steel or 200 wood is ridiculously small for any colony with +10 colonists.

Other than that, I think this would be one of must have mod, probably should even integrated to game.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Kaizyn on May 12, 2016, 12:57:44 PM
Quote from: Killaim on May 12, 2016, 06:35:51 AM
how about a sending out trade request and then setting a (discount) on items so traders will be ore inclined to come if your prices are cheaper.

(just adding a % bonus in their favor)

Caravans already come on a set schedule with this  (although maybe you could have some kind of 'flash sale' thing if you need someone to send a caravan RIGHT NOW, heh heh)
   
Quote from: Aristocat on May 12, 2016, 12:18:02 PM
I think they should send bigger caravans as your colony gets richer(and maybe relation and profit?). Currently I find most caravans little useless (although I haven't used your mod yet), 100 steel or 200 wood is ridiculously small for any colony with +10 colonists.

Other than that, I think this would be one of must have mod, probably should even integrated to game.

This mod actually completely redoes what caravans bring, so you ought to take a peek to see!    What each faction brings is totally dependent on their situation.   Tribals living in hills & mountains will bring you a lot more steel and stone and such.   

I've been playing it and the amounts seem balanced out well.    Factions with the largest amounts will have up to ~500 steel per caravan, but any tribal will *probably* bring you at least 200-300, and it's a bit cheaper. 

Also bear in mind that the caravans with this mod are guaranteed.   Every faction you have trade with will send 1 caravan every season, as opposed to the storyteller who will starve you forever if it deems you don't NEED a trader.

(If you haven't tried the mod yet - you *should* be able to just add it to an existing game without any harmful effects.   I would recommend backing up your save though, just for safety.   I don't want to get screamed at for bad advice ruining someone's huge colony!)


That is a good idea about having goods scale later on though - and it's not something that would be difficult to do.    I'll have to see if there's a decently balanced way to accomplish it.    Right now things are balanced as an "any time" thing, but certainly early on, the caravans will bring far more stuff than you can ever use.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Justas love on May 12, 2016, 02:39:23 PM
I know that you saw the pack muffalo mod and you should add it.

But if you saw the panzer muffalo modpack then I highly suggest you to add it to a more wealthy caravan. This probably will take you a long time to code, but whenever an expensive caravan comes in all muffalos will be with the panzer armor.

Also once you're really advanced into the mod, Fluffy has made a mod called Animal Ranged Verbs Unlocker It pretty much allow u to put ranged weapons on animals wink, wink, cough, cough

Love your work man! Keep it up!  ::) ;D ;) :)
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Kaizyn on May 15, 2016, 02:11:22 AM
Bit of an update.    I've got about 75% support for Apparello so you can buy/sell the majority of gear from that now.   I've been working on compatibility with the Hardcore SK mod pack, so you can run this with that.    It seems to work, but so many new resources and things were added in it that the UI screen can't show them all.    Going to work on some way to fix it without things being brutally cluttered.     Otherwise it seems to work, just not 100% of things show up on scheduled caravans.

(You can use this version regardless what other mods you have - I'm trying to avoid separate versions for different mod compatibilities.   If you use a mod that it knows about, it works.   If you don't use the mod, it doesn't care.)

Download here.  (Main page updated with this link also) (https://drive.google.com/file/d/0Byj5UOaW1bGhRTcxV3NOWTNYUGs/view?usp=sharing)


Version isn't heavily tested, so I would recommend backing up your save in case something explodes, but worst case you can remove this mod and fix anything it does, I think.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Clibanarius on May 15, 2016, 02:44:15 AM
Thanks for the update, I'm between games right now so I might as well update my mod list!
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Youhaveavirus on May 15, 2016, 07:01:49 AM
Nice work, awesome mod.
Could you please add a version number to your thread name or download links?
So the people can easily check if their mod is up to date?

For example:
[A13] Scheduled Caravans with Supply & Demand [v.13.01]

Up to date:
Link Name [v.13.01]

previous:
Link Name [v.13.00]
Link Name [v.12.99] 
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Hyena on May 15, 2016, 07:41:17 AM
It would be interesting if the caravans got fed up with you if you didn't actually trade with them, and there was an imposed delay between when you could request caravans depending on how 'profitable' the previous caravan was. Surely they don't like to send out people for no good reason.

That way people would be more likely to only request caravans when they have stuff to trade rather than just requesting them immediately on the off-chance they have something the player wants, or whatever.

No idea how yoi could determine whether a trade caravan was 'profitable' though.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Kaizyn on May 15, 2016, 09:13:00 AM
Quote from: Hyena on May 15, 2016, 07:41:17 AM
It would be interesting if the caravans got fed up with you if you didn't actually trade with them, and there was an imposed delay between when you could request caravans depending on how 'profitable' the previous caravan was. Surely they don't like to send out people for no good reason.

That way people would be more likely to only request caravans when they have stuff to trade rather than just requesting them immediately on the off-chance they have something the player wants, or whatever.

No idea how yoi could determine whether a trade caravan was 'profitable' though.


That's actually a precise "to do" I have on the main page already.    I planned to add in having you get slightly + or slightly - relations, depending how much stuff you buy from them, or how much stuff you sell to them.    It'll probably be the first major addition I do, beyond adding compatibility for other main mods.   





Quote from: Youhaveavirus on May 15, 2016, 07:01:49 AM
Nice work, awesome mod.
Could you please add a version number to your thread name or download links?
So the people can easily check if their mod is up to date?

Ah yeah - actually the .zip files themselves are named  (newer one is 13.01, original is 13.00, but not the links).    I'll update it accordingly.    I kind of threw the update out in a rush, heh heh.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: vteam on May 17, 2016, 04:04:28 AM
Been playing with this mod and about 40 other mods for 1 game year. Have to say that there doesn't seemed to be any major bugs. The scheduled caravans are really nice as opposed to the random nature of it previously. I can get my trade goods ready when I know a caravan will be coming.  :)
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Volcanus on May 18, 2016, 09:25:21 AM
How do you view the dates or times a faction will come to trade? I look on the faction page and i see nothing like in the picture of the first post.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Clibanarius on May 18, 2016, 09:26:06 AM
Because you right-click on the caravan desk and activate it to get the screen, not the relations tab on the bottom.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Volcanus on May 18, 2016, 10:38:25 AM
Quote from: Clibanarius on May 18, 2016, 09:26:06 AM
Because you right-click on the caravan desk and activate it to get the screen, not the relations tab on the bottom.

Thanks i didn't even know there WAS a table. Would be great if the first post mentioned that somewhere that it actually shows more. I mean i reread it again but it didn't say it was a table only a manager which made me think it was just a tab.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Kaizyn on May 18, 2016, 11:13:26 AM
Quote from: Volcanus on May 18, 2016, 10:38:25 AM
Quote from: Clibanarius on May 18, 2016, 09:26:06 AM
Because you right-click on the caravan desk and activate it to get the screen, not the relations tab on the bottom.
Thanks i didn't even know there WAS a table. Would be great if the first post mentioned that somewhere that it actually shows more. I mean i reread it again but it didn't say it was a table only a manager which made me think it was just a tab.



Quote from: Kaizyn on May 08, 2016, 08:58:04 PM
How to use / how it works:
Build a "Trade Caravan Manager" building from the Misc tab to enable trading.    If you don't have a building, caravans will revert to vanilla.  Select a pawn and right click the building to open the management window. (It acts like a Comms Console)    (I'm not 100% happy with this, but it was a way to keep things non-interfering with any other mods touching Comms Consoles or the Faction tabs.   Feedback here is good, because it may be annoying enough to warrant changing.)


It's right there since the very first post  ;)

Actually I would like to find a bit better/intuitive way of doing it.   Several other mods are playing with the Factions tab as well as Comms Consoles, so I was hesitant to use those.     Originally I did want to hook it to the Factions tab, as that made the most sense ... need to find some decent alternative.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Techgenius on May 18, 2016, 02:00:10 PM
I wish you and Orion could work together and seize the opportunity to grow Hospitality and SCWSD into the "One Mod To Rule Them All"

I kinda remember a system in Fallout 4, that you have to set up a place for caravans to visit your settlements, why not do anything like that? a barn.. to store the Pack-Mufallos, a place for them to sleep, while.. a patch with hospitality allows you to handle the npcs, plus trade with them, because Hospitality breaks a barrier and allows the player to interact with caravaneers from your mod, disabling the ability to trade with them temporalily, maybe also, grow the mod to allow, not only scheduled caravans, but "passing traders" making your colony a hub for trade, traders visiting other factions while passing through your colony, for a quick stop, rest-stop.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Kaizyn on May 18, 2016, 02:42:47 PM
Quote from: Techgenius on May 18, 2016, 02:00:10 PM
I wish you and Orion could work together and seize the opportunity to grow Hospitality and SCWSD into the "One Mod To Rule Them All"

I may bug Orion to see about doing this.   Actually I use Hospitality myself, and it was one of my personal requirements to make sure my mod didn't interfere with it.    At present they work fine together, the only thing being that the caravans my mod produces don't get the "guest" tabs and such.    However, I *believe* it should be possible to have them work together.  I'll do a little research to see if I can do it myself, if not I may start poking Orion.


Quote from: Techgenius on May 18, 2016, 02:00:10 PM
I kinda remember a system in Fallout 4, that you have to set up a place for caravans to visit your settlements, why not do anything like that? a barn.. to store the Pack-Mufallos, a place for them to sleep, while.. a patch with hospitality allows you to handle the npcs, plus trade with them, because Hospitality breaks a barrier and allows the player to interact with caravaneers from your mod, disabling the ability to trade with them temporalily, maybe also, grow the mod to allow, not only scheduled caravans, but "passing traders" making your colony a hub for trade, traders visiting other factions while passing through your colony, for a quick stop, rest-stop.


I actually originally planned to do something like this, having an actual trading post.    However, it's being done by someone else, currently.   Not 100% sure of the status on it.     They're doing a Dwarf Fortress-esque thing with having a trading post that the caravans will visit and unload at.   I'm not entirely sure how compatible this will be out of the gate, but it will be a high priority for me to work with, as it's more or less what I wanted to do myself.

One thing I am concerned with though is from what I can gather so far - it'll be possible to be compatible with either Hospitality, or this Trade Post/DF style one, but not both.   (I could be wrong though).     Unless of course they end up being compatible with each other.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: nobrainer on May 23, 2016, 05:38:57 AM
Hi there!
I've been using this mod for a few days already. It's very good.

I have a question though. I'm also using Combat Realism that supposedly disables those small trading visitors that sometimes appear because they end up dropping a bunch of stuff on the ground as soon as they appear due to CR's weight & bulk system.

Does your mod "re-enable" these small scale traders?
I'm asking because those traders keep appearing on my game even though CR's forum page states that they were disabled.
I'm currently loading your mod after CR and the More Factions mod after yours. That's why I'm guessing that these traders are being "re-enabled" by either Scheduled Caravans or More Factions.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: RagingLoony on May 23, 2016, 10:08:23 AM
Quote from: nobrainer on May 23, 2016, 05:38:57 AM
Hi there!
I've been using this mod for a few days already. It's very good.

I have a question though. I'm also using Combat Realism that supposedly disables those small trading visitors that sometimes appear because they end up dropping a bunch of stuff on the ground as soon as they appear due to CR's weight & bulk system.

It does enable them. BUT the author of Hospitality released an update yesterday which has a patch the for the issue of small traders dropping everything when the Cr mod is being used. it basically makes all the little traders spawn with backpacks and gives their weight sanity checks so they dont go over

Does your mod "re-enable" these small scale traders?
I'm asking because those traders keep appearing on my game even though CR's forum page states that they were disabled.
I'm currently loading your mod after CR and the More Factions mod after yours. That's why I'm guessing that these traders are being "re-enabled" by either Scheduled Caravans or More Factions.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Thorbane on May 26, 2016, 03:50:36 AM
I found an odd incompatibility, this mod and Fluffy's Area Unlocker don't like each other.  Tested with only CCL installed alongside both.

Nevermind, load order issue, make sure and load this mod first.

Also this order apparently only matters if your starting a new colony
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: joaonunes on May 26, 2016, 04:44:02 AM
Should this mod be compatible with the latest version of Balancing Act (https://ludeon.com/forums/index.php?topic=20052.0)? Because in the latest patch it says that it increases the trader frequency would it affect this mod if loaded it before/after?
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: RagingLoony on May 26, 2016, 05:06:53 AM
Quote from: Thorbane on May 26, 2016, 03:50:36 AM
I found an odd incompatibility, this mod and Fluffy's Area Unlocker don't like each other.  Tested with only CCL installed alongside both.

I'm using both and having no issues, that's really weird.
Quote from: joaonunes on May 26, 2016, 04:44:02 AM
Should this mod be compatible with the latest version of Balancing Act (https://ludeon.com/forums/index.php?topic=20052.0)? Because in the latest patch it says that it increases the trader frequency would it affect this mod if loaded it before/after?

Nah, because they only show up when you schedule for them, and they're their own thing. I'm using a mod that just up's the trader frequency and everything is fine
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Thorbane on June 02, 2016, 09:21:19 PM
Hey, I've noticed that traders spawned by this mod never bring or trade in animals.  Is this intended?  It seems like they should bring animals from wherever they are living, and at least outlanders should occasionally bring domestic farm animals.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Ghizmo on June 03, 2016, 07:32:03 AM
Could it be made so that any caravan visiting gathers around gather spots?
They would gather around the tables, or campfires that are inside the base.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Justas love on June 04, 2016, 06:13:17 AM
Quote from: Ghizmo on June 03, 2016, 07:32:03 AM
Could it be made so that any caravan visiting gathers around gather spots?
They would gather around the tables, or campfires that are inside the base.
Then you can trap the caravan inside your base and starve them to death
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Ghizmo on June 04, 2016, 01:58:21 PM
Well, that is not what I would do. It would also mean my own colonists would be trapped from getting in or out of the gathering spot.

Right now Im destroying all the stuff they drop when they die from the cold. But some stuff like stone blocks, steel, plasteel, etc, can't be destroyed.
Hell, I had a group of commandos drop on me cos a few muffalos full with stuff died to a toxic fall out. I didn't even have SMGs yet. Let alone turrets or anything to counter these guys with.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Nanao-kun on June 04, 2016, 05:32:49 PM
Don't forget that cheesing caravans can easily inflate your wealth, especially with mods. Once ended up with about 50 or more times my original wealth and quickly died the following raid.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Mechanoid Hivemind on June 12, 2016, 11:57:02 AM
So how do i access the scheduling? VIA coms? And how do i tell if its working right ive had 2 come and haven't noticed a difference in pricing or goods
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Nanao-kun on June 12, 2016, 02:41:35 PM
Quote from: Mechanoid Hivemind on June 12, 2016, 11:57:02 AM
So how do i access the scheduling? VIA coms? And how do i tell if its working right ive had 2 come and haven't noticed a difference in pricing or goods

Build a caravan scheduler from the miscellaneous menu. Pick a pawn and right click on it to set up the caravans.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Warforyou on June 13, 2016, 06:14:39 AM
There is a little bug that happens when relations with one of the factions you are trading with break down. You still have their caravan scheduled and you just can't change this option. When the time comes, a hostile caravan spawns and then just leaves the map immediately. And sometimes some of them hostile traders just dies in place for no reason (or guess they just accidentally shoot at each other).
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Seikikai on June 15, 2016, 03:37:23 PM
I've Been Having A Problem With The Caravan Manager. Every Time I Try To Open The GUI Nothing Happens And Debug Log Show This Report:

Quote
Exception filling window for Verse.FloatMenuMap: System.IndexOutOfRangeException: Array index is out of range.

  at RimWorld.Planet.WorldGrid.Get (IntVec2 sq) [0x00000] in <filename unknown>:0

  at TRCaravans.Goods_Generator.MakeFactionGoods () [0x00000] in <filename unknown>:0

  at TRCaravans.FactionTradeInfo.PreOpen () [0x00000] in <filename unknown>:0

  at Verse.WindowStack.Add (Verse.Window window) [0x00000] in <filename unknown>:0

  at TRCaravans.TRC_TradePost+<>c.<GetFloatMenuOptions>b__4_0 () [0x00000] in <filename unknown>:0

  at Verse.FloatMenuOption.Chosen (Boolean colonistOrdering) [0x00000] in <filename unknown>:0

  at Verse.FloatMenu.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.FloatMenuMap.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.Window+<WindowOnGUI>c__AnonStorey20A.<>m__14F (Int32 x) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


Also Would Like To Know More About This :)

Quote from: Thorbane on June 02, 2016, 09:21:19 PM
Hey, I've noticed that traders spawned by this mod never bring or trade in animals.  Is this intended?  It seems like they should bring animals from wherever they are living, and at least outlanders should occasionally bring domestic farm animals.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: prongssage on July 17, 2016, 05:23:41 PM
Is a Alpha 14 update coming out and will you be adding this to steam workshop? Love the mod
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: 123mind123 on July 21, 2016, 05:51:12 PM
Can't wait for a 14 update!
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: 123nick on July 21, 2016, 09:22:32 PM
Quote from: Justas love on June 04, 2016, 06:13:17 AM
Quote from: Ghizmo on June 03, 2016, 07:32:03 AM
Could it be made so that any caravan visiting gathers around gather spots?
They would gather around the tables, or campfires that are inside the base.
Then you can trap the caravan inside your base and starve them to death

this doesent happen any more. i tried having my doors locked soo a bunch of raging muffalo would be kept out, but then the people inside , after wanting too leave for so long, became hostile.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: 123mind123 on July 23, 2016, 11:05:02 AM
Hey Kaizyn. Tell us. Are you going to bring this mod to 14? Now that we can play as a tribal village its more important that ever!
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Kaizyn on July 26, 2016, 01:52:10 PM
Hey - actually I didn't think anyone was really using this, and I've been hit with big projects on my actual job-job, so haven't taken the time to get this updated.

Given how fast people updated other mods for A14, I'm guessing this should be easy enough.   There are still other tweaks I'd like to make. 

I actually started playing A14 a bit to get a feel for it, and I was already shaking my fist after the first 2 or 3 caravans I got would buy nothing I had, so I couldn't pick up anything they had either, and then I went forever without another caravan ... so I want to get this mod running again soon, heh heh.

Not sure if I'll get the chance to update it quickly, unless I can just more or less recompile it and hope for the best.   My biggest fear is that I took the vanilla caravan generation code and rewrote it to handle the new caravan goods, and if that changed significantly in vanilla, I may get hit with some weird quirks.


I'll shoot for the weekend to get it recompiled and running without exploding at least.   Then I need to make sure the compatibility I worked on before for things like Expanded Prosthetics and Aparello, Combat Realism, etc still work (hopefully they will work as-is, but if any of them had to change some things they do, I may need to change it myself) ...


Thanks for the interest!   I haven't vanished, so this will get refurbished to A14 Soontm
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Warforyou on July 26, 2016, 02:05:05 PM
!  :)
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: PaoLorenz on July 27, 2016, 01:36:39 AM
YES !!!
I so neeed this mod !!!
: )
Thank you for the effort, whenever you manage to actually make it !
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: ruzackovich on July 27, 2016, 03:48:57 AM
any chance to go update @ a14 ?
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: PaoLorenz on July 27, 2016, 03:52:50 AM
Read the few last posts... the author is working on it in spare time due to other reasons.
Patience, and it will come to us in the near (hopefully) future !

:)
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: defensestar on July 27, 2016, 03:55:32 PM
My god this mod looks amazing, if only I could revert back to A13 to play it. oh well, I guess I have to wait. :(
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: tbrass on August 07, 2016, 08:29:23 PM
Quote from: Kaizyn on July 26, 2016, 01:52:10 PM
Hey - actually I didn't think anyone was really using this, and I've been hit with big projects on my actual job-job, so haven't taken the time to get this updated.
<snip>
Thanks for the interest!   I haven't vanished, so this will get refurbished to A14 Soontm

Excited to try the update! Any chance you'd be interested in hosting your code on github so other people might be able to help you with your goals? Asking for a friend. . .
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Lykayos on August 10, 2016, 08:36:34 PM
Nice to hear you plan on updating this. The default caravans are driving me crazy after playing with this in A13.
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Sekmeth on August 12, 2016, 03:26:58 PM
Looking forward to trying this out in A14 :)
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Raf's on August 29, 2016, 02:50:27 AM
so il this get a version to A14 or il you go straight for A15?
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: MAD GOD on August 30, 2016, 07:54:57 AM
plz update to a15
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: JerryBi on October 12, 2016, 09:35:40 AM
Still Waiting for update
Title: Re: [A13] Scheduled Caravans with Supply & Demand
Post by: Jdalt40 on October 13, 2016, 03:55:41 AM
Please stop pestering Kaizyn, it is rather rude considering the developer is not your butler which is going to serve you an update