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RimWorld => Mods => Releases => Topic started by: Kiame on June 16, 2017, 11:23:10 PM

Title: [1.3] [KV] Trading Spot [ModSync RW]
Post by: Kiame on June 16, 2017, 11:23:10 PM
Trading Spot - Control Where Traders Loiter


Direct Download:
1.3 (https://github.com/KiameV/rimworld-tradingspot/releases/download/current/TradingSpot.zip)

A17 (https://github.com/KiameV/rimworld-tradingspot/releases/download/20170928/TradingSpot.zip)
B18 (https://github.com/KiameV/rimworld-tradingspot/releases/download/20171025/TradingSpot.zip)
B19 (https://github.com/KiameV/rimworld-tradingspot/releases/download/B19/TradingSpot.zip)
1.0 (https://github.com/KiameV/rimworld-tradingspot/releases/download/1.0/TradingSpot.zip)

Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update

Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1180719658)

GitHub Page: https://github.com/KiameV/rimworld-tradingspot/


Thank you to the translators!
-Ɲơɴɑɱɛ for German
-MossieuLeblanc for French
-Proxyer for Japanese
-Arex for Russian
-Fodnjs0811 for Korean
-adam0310 for Polish


What this mod is:
Tired of traders parking themselves right outside your base...you know...between your turrets and the raiders?  Tired of the faction hits because of this simple mistake?  Tired of traders tromping around in places you don't want them to be?

Now you can control where traders stop when they visit your colony. Simply throw down your hand dandy Trading Spot and blamo!  YOU are in control!

It works just like the party spot, except the party is a trade caravan.

Trading Spot is in the Architecture menu under Misc

Known Issues:
If you place the spot in a completely inaccessible location, the caravan tends to freak out.


Like my mods? Consider supporting me!
(http://www.travistygames.com/private/kofi3.png) (https://ko-fi.com/kiamev)



(http://verify.modsync.ninja?d359bd57-a306-42a3-9d0e-c6e0d0ee0d4b) (http://www.modsync.ninja)
Title: Re: [A17] Trading Spot
Post by: BlackSmokeDMax on June 17, 2017, 12:23:36 AM
Thanks for bringing back another!
Title: Re: [A17] Trading Spot
Post by: AngleWyrm on June 17, 2017, 01:28:51 AM
Yay, I've been missing a place to park them

(https://s-media-cache-ak0.pinimg.com/originals/7a/62/1c/7a621cbc8c3cd65262ff63af5ce331b8.jpg)
Title: Re: [A17] Trading Spot
Post by: Dodging Rain on June 17, 2017, 01:33:59 AM
Similar to caravan spot, this should be made vanilla.
Title: Re: [A17] Trading Spot
Post by: kaptain_kavern on June 17, 2017, 02:35:34 AM
C 8) 8) L !

Thank you
Title: Re: [A17] Trading Spot
Post by: faltonico on June 17, 2017, 04:51:01 AM
Quote from: Dodging Rain on June 17, 2017, 01:33:59 AM
Similar to caravan spot, this should be made vanilla.
Probably will never happen because:
This can be exploited yada yada yada... The Ai is too stupid to realize they are being exploited yada yada... Why bother changing the current situation if it works (and can generate more drama) yada yada yada. And more yada yadas similar to those.

Edit: realized =/= realize
Title: Re: [A17] Trading Spot
Post by: SpaceDorf on June 17, 2017, 09:37:02 AM
I just park my thank you in this Spot over here :)
Title: Re: [A17] Trading Spot
Post by: maculator on September 18, 2017, 11:56:02 AM
In the german translation is a small misstake:
   <TradingSpot.AlreadyOnMap>Nur ein Handelsplatz auf der Karte erlaubt. Der alte Handelsplatz wurde entfernt.</TradingSpot.AlreadyOnMap>
this would be correct.
It's "ein instead of "einen".

And the "an der" in <TradingSpot.description>Bestimmt eine Stelle, an der Händler stoppen werden, wenn sie deine Kolonie besuchen.</TradingSpot.description> was a "wo" before, wich was not the best german.
Title: Re: [A17] Trading Spot
Post by: Kiame on September 28, 2017, 06:37:50 PM
Adding French Translation. Thanks MossieuLeblanc!
Title: Re: [A17] Trading Spot
Post by: werty112 on September 30, 2017, 03:25:23 PM
Direct Github download dosen't work
Title: Re: [A17] Trading Spot
Post by: Kiame on October 01, 2017, 03:17:30 AM
oops. Thanks for telling me, it's fixed now
Title: Re: [A17] Trading Spot
Post by: nmid on October 05, 2017, 05:00:04 PM
```Could not find a type named TradingSpot.TradingSpot
Verse.Log:Error(String)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
```

Found this error message while loading this mod.
Any idea what I can do to solve it?
Title: Re: [A17] Trading Spot
Post by: CannibarRechter on October 05, 2017, 05:30:11 PM
Looks like the dll is missing to me
Title: Re: [A17] Trading Spot
Post by: Kiame on October 05, 2017, 05:52:12 PM
Quote from: nmid on October 05, 2017, 05:00:04 PM
```Could not find a type named TradingSpot.TradingSpot
...
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
```

Found this error message while loading this mod.
Any idea what I can do to solve it?

DId you use the direct download link: https://github.com/KiameV/rimworld-tradingspot/releases/download/20170928/TradingSpot.zip
?

Do not download the repo as that does not contain the dll, just the source. Go to the TradingSpot directory and see if there's a Source folder. If there is, that's the wrong download.
Title: Re: [A17] Trading Spot
Post by: Angelix on October 24, 2017, 06:57:13 AM
Can you include "visitors" to spot?
Title: Re: [A17] Trading Spot
Post by: Kiame on October 25, 2017, 03:24:20 AM
A18 version can be downloaded here: https://github.com/KiameV/rimworld-tradingspot/releases/download/20171025/TradingSpot.zip
Title: Re: [A18] Trading Spot
Post by: nmid on October 25, 2017, 03:32:14 AM
Thanks. I'll see if I downloaded the wrong version earlier.
Title: Re: [B18] [KV] Trading Spot [ModSync]
Post by: Kiame on December 03, 2017, 08:10:17 PM
Adding ModSync.ninja (http://www.modsync.ninja/) support
Title: Re: [A17] Trading Spot
Post by: Kagea on December 21, 2017, 08:37:26 AM
First of all thank you for this much needed mod!
Secondly I would like to support Angelix request if it's something you could make possible or a second spot for the visitors maybe that would be awesome because they still sadly seem to admire my turrets to much ;)
Quote from: Angelix on October 24, 2017, 06:57:13 AM
Can you include "visitors" to spot?
Title: Re: [B18] [KV] Trading Spot [ModSync]
Post by: Canute on December 21, 2017, 09:33:41 AM
For Visitors you should take a look into
Hospitality
https://ludeon.com/forums/index.php?topic=11444.0
You can assign zones for guests/visitors only with it.
Title: Re: [B18] [KV] Trading Spot [ModSync]
Post by: Arex on December 28, 2017, 05:19:59 AM
Pull request with Russian translation is added.
Title: Re: [B18] [KV] Trading Spot [ModSync]
Post by: Kiame on December 29, 2017, 03:15:11 AM
Update:
-Added Russian translation. Thanks Arex!
Title: Re: [B18] [KV] Trading Spot [ModSync]
Post by: Kagea on December 29, 2017, 05:47:57 PM
Quote from: Canute on December 21, 2017, 09:33:41 AM
For Visitors you should take a look into
Hospitality
https://ludeon.com/forums/index.php?topic=11444.0
You can assign zones for guests/visitors only with it.

Thank you! Totally overlooked that mod works like a charm :)
Title: Re: [B18] [KV] Trading Spot [ModSync]
Post by: dkurage on January 17, 2018, 07:31:59 AM
For some reason I can only place this on water.
Title: Re: [B18] [KV] Trading Spot [ModSync]
Post by: BlackSmokeDMax on January 17, 2018, 09:10:46 AM
Quote from: dkurage on January 17, 2018, 07:31:59 AM
For some reason I can only place this on water.

Wonder if you are having the same or similar issue as person in this thread:

https://ludeon.com/forums/index.php?topic=38239.0
Title: Re: [B18] [KV] Trading Spot [ModSync]
Post by: Kiame on January 17, 2018, 12:38:42 PM
Quote from: dkurage on January 17, 2018, 07:31:59 AM
For some reason I can only place this on water.

i remember there's sometimes issues with bridge mods and other mods that deal with water/rivers. try moving this mod higher in the load order
Title: Re: [B18] [KV] Trading Spot [ModSync]
Post by: dkurage on January 19, 2018, 01:41:16 AM
I moved it above all my water-related mods and it seems to be working fine now, thank you.
Title: Re: [B18] [KV] Trading Spot [ModSync]
Post by: Ruisuki on February 12, 2018, 12:12:05 AM
On the point of potential abuse. Would it be possible to make it so the game tracks if a trader died by someone thats not an AI? If so, triggers an attack on your base by league of traders or smth?
Title: Re: [B18] [KV] Trading Spot [ModSync]
Post by: TryB4Buy on April 25, 2018, 03:04:14 PM
Kiame, could I request a similar mod?

This mod prevents multiple trading spots by checking if another one is made and then destroying the first one. Could a similar mod be made that destroys a research bench when another one is created? I am hoping for a difficulty mod that makes it so you can't spam half a dozen researchers and reach late game too quickly. So far I've just excersized self-control, but a codified mod for it would be great.
Title: Re: [B18] [KV] Trading Spot [ModSync]
Post by: Kiame on April 25, 2018, 03:12:18 PM
@TryB4Buy
I do have a mod that allows the user to change how long research takes - https://ludeon.com/forums/index.php?topic=32854

If you're curious, here's the code that checks if a Trading spot is already made


    public class TradingSpot : Building
    {
        public TradingSpot()
        {
            if (Find.VisibleMap != null)
            {
                foreach (Building b in Find.VisibleMap.listerBuildings.allBuildingsColonist)
                {
                    if (b.def.defName.Equals("TradingSpot"))
                    {
                        b.Destroy(DestroyMode.Vanish);
                        Messages.Message("TradingSpot.AlreadyOnMap".Translate(), MessageTypeDefOf.NegativeEvent);
                        break;
                    }
                }
            }
        }
Title: Re: [B18] [KV] Trading Spot [ModSync]
Post by: TryB4Buy on April 30, 2018, 12:32:23 PM
Thanks. I was aware of mods that up research times. I'm fine with vanilla lengths. I just want to avoid vanilla methods of pooling research (which I've been doing out of self-restraint).

No pressure, but I'm sure others could find a use for a generalized mod that allowed building number limitations on whatever building name was inputed into a def (like only a certain number of fusion cores or turrets or whatever)
Title: Re: [B18] [KV] Trading Spot [ModSync]
Post by: Kiame on June 27, 2018, 06:54:16 PM
Update for 1.0:
https://github.com/KiameV/rimworld-tradingspot/releases/download/1.0/TradingSpot.zip

Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update
Title: Re: [1.0] [KV] Trading Spot [ModSync RW]
Post by: Proxyer on June 30, 2018, 03:13:20 AM
Hello, author.
Is cheers for good work. I updated the Japanese translation for 1.0 and sent a pull request from GitHub. Please confirm and merge.
Thank you.
Title: Re: [1.0] [KV] Trading Spot [ModSync RW]
Post by: Kiame on June 30, 2018, 08:57:46 AM
Thank you Proxyer
Title: Re: [1.0] [KV] Trading Spot [ModSync RW]
Post by: Kiame on July 05, 2018, 02:38:53 AM
[1.0] Update: Added Korean translation. Thanks Fodnjs0811!
Title: Re: [1.0] [KV] Trading Spot [ModSync RW]
Post by: Orange_Mushroom on July 06, 2018, 10:20:50 PM
https://github.com/KiameV/rimworld-tradingspot/pulls

Hi, Kiame
I upload  Korean translation two days ago.
but, that is COMPLETELY wrong files. so, i'm fix that and pull request again.
sorry my misstake. :'( please check it and merge.
Thank you.
Title: Re: [1.0] [KV] Trading Spot [ModSync RW]
Post by: Kiame on July 07, 2018, 03:38:19 AM
Ha np Orange_Mushroom. I'll get that in
Title: Re: [1.0] [KV] Trading Spot [ModSync RW]
Post by: Kiame on July 16, 2018, 12:15:21 AM
1.0 Update:
Fixed to work with the latest unstable version
Title: Re: [1.0] [KV] Trading Spot [ModSync RW]
Post by: Father on July 16, 2018, 05:41:19 AM
By the way, the trader spot didn't affect the animals that came with them, so all the trader party member gather at the correct spot, except their animal and pack animals, which just wander off somewhere else. this makes me failed to <ahem> rob them completely. i usually put them inside an enclosed room and cooked them alive and picking up all their belongings plus some extra human meat to boot for my carnivores pet snacks, without affecting relationship point that much ;p
Title: Re: [1.0] [KV] Trading Spot [ModSync RW]
Post by: Kiame on July 16, 2018, 12:19:44 PM
Quote from: Father on July 16, 2018, 05:41:19 AM
By the way, the trader spot didn't affect the animals that came with them, so all the trader party member gather at the correct spot, except their animal and pack animals, which just wander off somewhere else. this makes me failed to <ahem> rob them completely. i usually put them inside an enclosed room and cooked them alive and picking up all their belongings plus some extra human meat to boot for my carnivores pet snacks, without affecting relationship point that much ;p

hmm.... never seen the animals wander off before. Not sure what would cause that to happen
Title: Re: [B19] [KV] Trading Spot [ModSync RW]
Post by: Kiame on August 29, 2018, 10:43:26 PM
Updated for B19

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1180719658

Direct Download: https://github.com/KiameV/rimworld-tradingspot/releases/download/B19/TradingSpot.zip
Title: Re: [1.0] [KV] Trading Spot [ModSync RW]
Post by: Kiame on October 18, 2018, 12:22:26 AM
Updated for 1.0
https://github.com/KiameV/rimworld-tradingspot/releases/download/1.0/TradingSpot.zip
Title: Re: [1.0] [KV] Trading Spot [ModSync RW]
Post by: Kiame on October 23, 2018, 06:54:53 PM
Update:
Visitors will now go to the trading spot as well.
I added extra code to make sure this will not interfere with Hospitality
Title: Re: [1.0] [KV] Trading Spot [ModSync RW]
Post by: Ruisuki on October 23, 2018, 08:11:10 PM
Quote from: Kiame on October 23, 2018, 06:54:53 PM
Update:
Visitors will now go to the trading spot as well.
I added extra code to make sure this will not interfere with Hospitality
hmmmm can this be toggled off? I always place my visitors indoors inside guest houses, while traders are usually outside the main gates. I rather not have them both in the same place.
Title: Re: [1.0] [KV] Trading Spot [ModSync RW]
Post by: Kiame on October 23, 2018, 09:16:55 PM
If you're using hospitality the visitors will not be effected. I can look into making this a mod setting though
Title: Re: [1.0] [KV] Trading Spot [ModSync RW]
Post by: Canute on October 24, 2018, 03:40:05 AM
Or maybe add a Guest/visitor spot if no hospitality mod is detected.
Title: Re: [1.0] [KV] Trading Spot [ModSync RW]
Post by: Kiame on October 24, 2018, 05:30:26 PM
Update:
Added a setting to have visitors go to the Trading Spot. By default it is enabled.

Added Polish translation. Thanks adam0310!
Title: Re: [1.0] [KV] Trading Spot [ModSync RW]
Post by: Beathrus on January 06, 2019, 06:45:41 PM
I like.
Title: Re: [1.1] [KV] Trading Spot [ModSync RW]
Post by: Kiame on February 26, 2020, 07:04:34 PM
Updated for 1.1 - https://github.com/KiameV/rimworld-tradingspot/releases/download/1.1/TradingSpot.zip
Title: Re: [1.1] [KV] Trading Spot [ModSync RW]
Post by: BlackSmokeDMax on February 26, 2020, 08:04:44 PM
Very much appreciated!
Title: Re: [1.1] [KV] Trading Spot [ModSync RW]
Post by: Rafe009 on February 26, 2020, 09:11:08 PM
Where is the trading square, what menu?
Title: Re: [1.1] [KV] Trading Spot [ModSync RW]
Post by: Kiame on February 26, 2020, 11:41:38 PM
Updated the above release to support both 1.0 and 1.1 versions.
Title: Re: [1.1] [KV] Trading Spot [ModSync RW]
Post by: Canute on February 27, 2020, 03:11:49 AM
Quote from: Rafe009 on February 26, 2020, 09:11:08 PM
Where is the trading square, what menu?
Normaly Misc.
Title: Re: [1.1] [KV] Trading Spot [ModSync RW]
Post by: Kiame on June 26, 2020, 01:56:22 AM
Update:
Trading spot will not count as a building for anima trees.
Title: Re: [1.2] [KV] Trading Spot [ModSync RW]
Post by: Kiame on August 12, 2020, 12:23:03 AM
Updated to 1.2
Title: Re: [1.2] [KV] Trading Spot [ModSync RW]
Post by: tmo97 on September 01, 2020, 07:45:37 AM
Thank you for making your mods to Rimworld.
Yours are all very useful and have eased my smothered frowns.
If only there were more people like you who live by the austere light of my untied shoelace.
Title: Re: [1.3] [KV] Trading Spot [ModSync RW]
Post by: Kiame on July 06, 2021, 01:00:48 AM
Updated for 1.3
Direct Download (https://github.com/KiameV/rimworld-tradingspot/releases/download/current/TradingSpot.zip)
Title: Re: [1.3] [KV] Trading Spot [ModSync RW]
Post by: Kiame on April 18, 2022, 02:55:40 AM
Update 1.3.1.0:
Re-wrote this mod to be less heavy - https://github.com/KiameV/rimworld-tradingspot/releases/download/current/TradingSpot.zip

For anyone that wants the older version, it can be downloaded here: https://github.com/KiameV/rimworld-tradingspot/releases/download/current/z_old_TradingSpot.zip