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RimWorld => Releases => Mods => Outdated => Topic started by: Tommygunner70 on March 01, 2014, 03:41:09 PM

Title: [MOD] (Alpha 2) Trade Federation
Post by: Tommygunner70 on March 01, 2014, 03:41:09 PM
Trade Federation



Description:

I got tired of the fact that I had so many Trade goods (Meat, farmed stuff, and stone) but couldn't trade it.
So I made this.

Current Tiles added by Project Dig:

Mod Team:

Download:

Trade Federation (http://ludeon.com/forums/index.php?action=dlattach;topic=2284.0;attach=1026) (No Human Meat Trade)
Trade Federation - Dirty Deals (http://ludeon.com/forums/index.php?action=dlattach;topic=2284.0;attach=1031) (Allows Human Meat Trade with Slave Traders)


How to install:
- Both Versions are stand alone mods, pick which one you want.
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Known Issues:

its advised that you start a new game after activating this mod.
if you continue a save game that was created before enabling this mod; Any trader is already in range will bug out your game. so either start a new game or wait for them to go out of range.



Notes:

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Architect on March 01, 2014, 04:13:57 PM
Might I suggest human meat could be made acceptable by slave traders? In my mind at least, the slave traders are a truly nasty bunch.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Tommygunner70 on March 01, 2014, 04:57:57 PM
Quote from: Architect on March 01, 2014, 04:13:57 PM
Might I suggest human meat could be made acceptable by slave traders? In my mind at least, the slave traders are a truly nasty bunch.

While slave trade is one thing, Cannibalism is another. Even the Dutch Slave traders of old thought of Cannibalism as taboo.

when I wrote this mod, I didn't include human meat for trade because really, its way too easy to kill raiders and then sell them as meat. But in the interest "power to the user" I'll add another mod package that includes it soon.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Psyckosama on March 01, 2014, 06:28:35 PM
I'd suggest adding meat to the Farm Trader. So far I've been finding it a bit of a bother to keep my meat stores stocked up and being able to trade for it would be a good idea.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Tommygunner70 on March 01, 2014, 07:40:56 PM
Quote from: Psyckosama on March 01, 2014, 06:28:35 PM
I'd suggest adding meat to the Farm Trader. So far I've been finding it a bit of a bother to keep my meat stores stocked up and being able to trade for it would be a good idea.

Right, I'll consider doing that. right now I just noticed that the meat doesn't have a value assigned, as it its traded for 0 silver
will figure out how to fix that.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Vas on March 02, 2014, 11:32:44 AM
Quote from: Architect on March 01, 2014, 04:13:57 PM
Might I suggest human meat could be made acceptable by slave traders? In my mind at least, the slave traders are a truly nasty bunch.

Slave traders wouldn't likely do this at all.  But maybe if alien races every so often came by to trade with you?  They'd have all sorts of goodies in stock and love human meat.  :P
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Psyckosama on March 02, 2014, 02:54:21 PM
Quote from: Tommygunner70 on March 01, 2014, 07:40:56 PM
Quote from: Psyckosama on March 01, 2014, 06:28:35 PM
I'd suggest adding meat to the Farm Trader. So far I've been finding it a bit of a bother to keep my meat stores stocked up and being able to trade for it would be a good idea.

Right, I'll consider doing that. right now I just noticed that the meat doesn't have a value assigned, as it its traded for 0 silver
will figure out how to fix that.

I'd make meat cost 50% more than potatoes.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Tommygunner70 on March 03, 2014, 03:16:01 PM
Quote from: Vas on March 02, 2014, 11:32:44 AM
Quote from: Architect on March 01, 2014, 04:13:57 PM
Might I suggest human meat could be made acceptable by slave traders? In my mind at least, the slave traders are a truly nasty bunch.

Slave traders wouldn't likely do this at all.  But maybe if alien races every so often came by to trade with you?  They'd have all sorts of goodies in stock and love human meat.  :P

Well that's why there is two versions of this mod. In Dirty Deals, the slave traders do buy Human meat.
In the normal Version they don't. download the one that goes alongside your opinion ;)

Quote from: Psyckosama on March 02, 2014, 02:54:21 PM
Quote from: Tommygunner70 on March 01, 2014, 07:40:56 PM
Quote from: Psyckosama on March 01, 2014, 06:28:35 PM
I'd suggest adding meat to the Farm Trader. So far I've been finding it a bit of a bother to keep my meat stores stocked up and being able to trade for it would be a good idea.

Right, I'll consider doing that. right now I just noticed that the meat doesn't have a value assigned, as it its traded for 0 silver
will figure out how to fix that.

I'd make meat cost 50% more than potatoes.

I've looked into the meat not having prices assigned to them. Sadly the data part that allows me to set the price isn't in any of the XML files. meaning they aren't XML based just yet. I could try to write the XML myself but without knowing the programming for it, its like a shotgun blast in the dark. no doubt I'll hit something but the chance of hitting the right target is nigh impossible. and the potential for it messing up with how meat currently acts and is used in the game is too high. Until I see that the data on meat is moved to XML, this is as far as I'll go with this mode for now.


Note: I suspect that I could find the data if I opened the hard code of the game, but I haven't a clue on how to do that.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Psyckosama on March 03, 2014, 03:46:18 PM
Quote from: Tommygunner70 on March 03, 2014, 03:16:01 PM
I've looked into the meat not having prices assigned to them. Sadly the data part that allows me to set the price isn't in any of the XML files. meaning they aren't XML based just yet. I could try to write the XML myself but without knowing the programming for it, its like a shotgun blast in the dark. no doubt I'll hit something but the chance of hitting the right target is nigh impossible. and the potential for it messing up with how meat currently acts and is used in the game is too high. Until I see that the data on meat is moved to XML, this is as far as I'll go with this mode for now.


Note: I suspect that I could find the data if I opened the hard code of the game, but I haven't a clue on how to do that.

Something to ask for in Alpha 3 I guess.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Psyckosama on March 03, 2014, 05:57:15 PM
Update: I believe found where the prices are set.

It's under "Base Price" in the resources.xml

You can change that to change the price of an item and if the item doesn't have the entry I'm pretty sure you can add it in...

The problem is where are the meat entries to begin with?
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Vas on March 03, 2014, 06:08:42 PM
Why not add a version that adds new races that come by for trade, who would accept alien meat?  Or maybe reavers!  Stopping by for trade.... xD  (Reavers, from the show Firefly :P  If you didn't get the ref)
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Psyckosama on March 04, 2014, 06:02:08 PM
What would you think about a version that adds Synthmeat (http://"http://ludeon.com/forums/index.php?topic=2380.msg21500#msg21500") to the trade list?
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Psyckosama on March 04, 2014, 07:36:29 PM
Made a version with Synthmeat Compatibility.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Vas on March 05, 2014, 01:33:55 AM
I'd like a version that adds wood and planks to the things you can buy too.  It's possible I could add that myself tomorrow.  I'm using the Wood Economy mod, so that's why I'd like to see wood in the trade availability.  If you don't constantly cut down trees, they take over the world on you.  xD
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Tommygunner70 on March 06, 2014, 05:22:51 PM
Quote from: Psyckosama on March 04, 2014, 06:02:08 PM
What would you think about a version that adds Synthmeat(fixed link) (http://ludeon.com/forums/index.php?topic=2380.msg21500#msg21500) to the trade list?
Quote from: Psyckosama on March 04, 2014, 07:36:29 PM
Made a version with Synthmeat Compatibility.

I would have liked it better if you first talked to me before just releasing a file in my mod thread.
I'll make an official release that includes Synthmeat when I have a little time.
Sadly the real problem is that if I include Synthmeat as standard pack, the everyone will have to install Synthmeat to run TF. and sadly, Rimworld doesn't 'merge' mods if they effect the same thing. the last mod to be loaded will over write everything in memory.

Quote from: Vas on March 05, 2014, 01:33:55 AM
I'd like a version that adds wood and planks to the things you can buy too.  It's possible I could add that myself tomorrow.  I'm using the Wood Economy mod, so that's why I'd like to see wood in the trade availability.  If you don't constantly cut down trees, they take over the world on you.  xD

I haven't looked into Wood Economy, been way too busy but I'll look at it soon.


Note; I don't mind people making modifications/additions to my mods. I just like to see the modifications made before people start uploading to my mod threads.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Vas on March 06, 2014, 06:41:20 PM
Quote from: Tommygunner70 on March 06, 2014, 05:22:51 PMNote; I don't mind people making modifications/additions to my mods. I just like to see the modifications made before people start uploading to my mod threads.

I would mod it and show you, if I could figure out how to do it.  :P  All of the meat products in the mod don't have any price set which makes me wonder, where do they get their price from?  I thought I might just copy/paste prices from other items and make it work like that.  I dunno if that'd work though, adding prices manually to the meat tables.

-------
It seems all meat products are zero, free.  At least on the industrial trader so far.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Tommygunner70 on March 09, 2014, 09:40:43 AM
Quote from: Vas on March 06, 2014, 06:41:20 PM
I would mod it and show you, if I could figure out how to do it.  :P  All of the meat products in the mod don't have any price set which makes me wonder, where do they get their price from?  I thought I might just copy/paste prices from other items and make it work like that.  I dunno if that'd work though, adding prices manually to the meat tables.

-------
It seems all meat products are zero, free.  At least on the industrial trader so far.

RimWorld363Win\Mods\Core\Defs\ThingDefs\Resources.xml
<basePrice>4.0</basePrice>
Potato's, Berries and Agave are defined in there, meat isn't defined anywhere yet.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Zack_Wester on March 09, 2014, 11:59:10 AM
the Zero cost thing Could be the game ways of handling undefined stuff whit is an descent way to handle that.
so the thing whit it costing zero is the game way of asking ok I have item here what its cost and the game response whit no data the game got 2 way to do it on, Crash/error or use an default value and that value is usually Zero.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Vas on March 09, 2014, 06:23:30 PM
Well I tried modifying this mod to allow meals, paste, and tried to add prices to meals and paste, but it didn't work.  xP  I give up.  I can't figure out how to do it, it seems.  Might not be possible till Alpha 3 I suppose.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Zyph7007 on March 31, 2014, 03:45:21 PM
Quote from: Psyckosama on March 01, 2014, 06:28:35 PM
I'd suggest adding meat to the Farm Trader. So far I've been finding it a bit of a bother to keep my meat stores stocked up and being able to trade for it would be a good idea.

Instead of that, why not add a new type of trader that specializes in different types of meat?
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: jamieg on April 09, 2014, 06:24:10 PM
Quote from: Zyph7007 on March 31, 2014, 03:45:21 PM
Quote from: Psyckosama on March 01, 2014, 06:28:35 PM
I'd suggest adding meat to the Farm Trader. So far I've been finding it a bit of a bother to keep my meat stores stocked up and being able to trade for it would be a good idea.

Instead of that, why not add a new type of trader that specializes in different types of meat?

I think this guy(tommygunner) has gone offline for good?? though do not worry because in alpha 3 we have a mod that adds new traders including cannibals ;) also my friend Zelldot had added a new workbench that enables you to pack/unpack all the different meat into crates allowing you to store more in stacks, It also prevent anything eating the meat whilst its packed, and the great thing you dont need to unpack the crates to sell the meat :D, the last feature were adding to trading is that you can buy uranium at a cheap price from the mining traders and can sell to any other trader as ship fuel at a good price which means you can make a healthy profit of silver :D
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: zelldot on April 10, 2014, 08:02:08 AM
The problem I noticed with your mod is that there is no trade price for meat at all, I tried for ages to get a price on the meat, that annoyed me, in the end I just made a new object and a way to trade meat to this new object and back. I have not put up the mod for download yet, as it only works in alpha 3. From what I hear, not long now... Hope that helps you in future with your mod.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Psyckosama on April 11, 2014, 01:41:05 AM
Mind if I incorporate this mod into my Synthmeat Mod?
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: jamieg on April 11, 2014, 06:01:17 AM
Quote from: Psyckosama on April 11, 2014, 01:41:05 AM
Mind if I incorporate this mod into my Synthmeat Mod?

I really think he has gone offline for good  :-\
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: zelldot on April 11, 2014, 11:36:51 AM
The problem with this mod, is yes meat can be traded, but the meat has no value, and the value can not be strait up changed, as the user of this mod seem to be no longer responding, I personally tried making a mod like this and found exactly the same problem. I simply fixed the problem by making my own items for trading the meat, being able to pack up meat and unpack it, and giving the crates a value. That way you do conflict with the build in items currently not accessible. I can make a custom version of my trader for you synth meat if you wish, but you should be able to set a price of the your meat (look at trade plant code for price tag), and take a look at the trade to add the namedef to it.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: StorymasterQ on April 13, 2014, 10:45:08 PM
All this talking about setting a price to your meat is messing with my dirty, dirty mind.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: jamieg on April 14, 2014, 10:01:16 AM
Quote from: StorymasterQ on April 13, 2014, 10:45:08 PM
All this talking about setting a price to your meat is messing with my dirty, dirty mind.

lool
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Tommygunner70 on April 19, 2014, 10:30:38 AM
No I'm not offline for good, just focused on other things and for some reason i never got notifications on my mail account about replies being posted.

just got back into the game and have to see whats what.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: jamieg on April 19, 2014, 11:15:42 AM
welcome back alot has changed... we thought you were gone so recreated this mod, check out galactic trader
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: Tommygunner70 on September 24, 2014, 03:26:07 AM
Quote from: jamieg on April 19, 2014, 11:15:42 AM
welcome back alot has changed... we thought you were gone so recreated this mod, check out galactic trader

Right, well I'm too busy to really spend any time on it. so if anyone wants to continue expanding my mods then you got my permission. just give credit where credit is due.
Title: Re: [MOD] (Alpha 2) Trade Federation
Post by: zelldot on September 24, 2014, 03:01:25 PM
Quote from: Tommygunner70 on September 24, 2014, 03:26:07 AM
Quote from: jamieg on April 19, 2014, 11:15:42 AM
welcome back alot has changed... we thought you were gone so recreated this mod, check out galactic trader

Right, well I'm too busy to really spend any time on it. so if anyone wants to continue expanding my mods then you got my permission. just give credit where credit is due.

old school post.... I made galactic trader im jamieg partner in crime ;) we also discontinued the mod but most probs make it for A7 no credit needed sorry buddy nothing from our mod resembles yours in any way... we started from scrath when not hearing from you